教育软件工程:软件工程、教育和游戏的交汇处

Tao Xie, N. Tillmann, J. D. Halleux
{"title":"教育软件工程:软件工程、教育和游戏的交汇处","authors":"Tao Xie, N. Tillmann, J. D. Halleux","doi":"10.1109/GAS.2013.6632588","DOIUrl":null,"url":null,"abstract":"We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, going beyond educational tasks for software engineering. In this subfield, gaming technologies often play an important role together with software engineering technologies. We expect that researchers in educational software engineering would be among key players in the education domain and in the coming age of Massive Open Online Courses (MOOCs). Educational software engineering can and will contribute significant solutions to address various critical challenges in education especially MOOCs such as automatic grading, intelligent tutoring, problem generation, and plagiarism detection. In this position paper, we define educational software engineering and illustrate Pex for Fun (in short as Pex4Fun), one of our recent examples on leveraging software engineering and gaming technologies to address educational tasks on teaching and learning programming and software engineering skills.","PeriodicalId":286301,"journal":{"name":"2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2013-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"34","resultStr":"{\"title\":\"Educational software engineering: Where software engineering, education, and gaming meet\",\"authors\":\"Tao Xie, N. Tillmann, J. D. Halleux\",\"doi\":\"10.1109/GAS.2013.6632588\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, going beyond educational tasks for software engineering. In this subfield, gaming technologies often play an important role together with software engineering technologies. We expect that researchers in educational software engineering would be among key players in the education domain and in the coming age of Massive Open Online Courses (MOOCs). Educational software engineering can and will contribute significant solutions to address various critical challenges in education especially MOOCs such as automatic grading, intelligent tutoring, problem generation, and plagiarism detection. In this position paper, we define educational software engineering and illustrate Pex for Fun (in short as Pex4Fun), one of our recent examples on leveraging software engineering and gaming technologies to address educational tasks on teaching and learning programming and software engineering skills.\",\"PeriodicalId\":286301,\"journal\":{\"name\":\"2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-05-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"34\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/GAS.2013.6632588\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GAS.2013.6632588","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 34

摘要

我们定义并提倡教育软件工程的子领域(即,用于教育的软件工程),它为一般的教育任务开发软件工程技术(例如,软件测试和分析,软件分析),超出了用于软件工程的教育任务。在这个子领域中,游戏技术通常与软件工程技术一起发挥重要作用。我们期望教育软件工程的研究人员将成为教育领域和即将到来的大规模在线开放课程(MOOCs)时代的关键人物之一。教育软件工程能够并将为解决教育领域的各种关键挑战,特别是mooc,如自动评分、智能辅导、问题生成和抄袭检测,提供重要的解决方案。在本文中,我们定义了教育软件工程,并举例说明了Pex for Fun(简称Pex4Fun),这是我们最近利用软件工程和游戏技术来解决教学和学习编程和软件工程技能的教育任务的例子之一。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Educational software engineering: Where software engineering, education, and gaming meet
We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, going beyond educational tasks for software engineering. In this subfield, gaming technologies often play an important role together with software engineering technologies. We expect that researchers in educational software engineering would be among key players in the education domain and in the coming age of Massive Open Online Courses (MOOCs). Educational software engineering can and will contribute significant solutions to address various critical challenges in education especially MOOCs such as automatic grading, intelligent tutoring, problem generation, and plagiarism detection. In this position paper, we define educational software engineering and illustrate Pex for Fun (in short as Pex4Fun), one of our recent examples on leveraging software engineering and gaming technologies to address educational tasks on teaching and learning programming and software engineering skills.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Distributed DeepThought: Synchronising complex network multi-player games in a scalable and flexible manner Game design as a game User requirements for gamifying sports software A DSL for describing the artificial intelligence in real-time video games Goal-oriented requirements analysis and an extended design pattern using scala for artificial intelligence programming contests
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1