The rapid development of technology in today’s times make business’ survival a rather complex task. It is therefore necessary for the specialized organization and administration of each company to differentiate and strengthen its competitive advantages. Gamification is an established practice in many business domains and can enforce employees to engage in business processes and change aspects of their behavior. Even though numerous gamification patterns that are described in literature have been used so far by businesses to various working environments, the outcomes were not the best possible that we would expect in terms of their right utilization to business non-game contexts. Thus, there is need for concise gamification patterns that can offer right guidance to game designers in business. Gamification design patterns can provide a distilled knowledge of techniques of how to design object-oriented software. This paper aims to address this gap in existing literature by describing new gamification design patterns, classifying them according to specific criteria and providing new information to this research domain. Our study is a descriptive literature review and is based on review of previous works. This descriptive literature review tries to give a better understanding by proposing new gamification design patterns in the continuously evolving research domain of gamification design patterns.
As the number of software vulnerabilities discovered increases, the industry is facing difficulties to find specialists to cover the vacancies for security software developers. Considering relevant teaching and learning theories, along with existing approaches in software security education, we present the pedagogic rationale and the concrete implementation of a course on security protocol development that integrates formal methods for security research into the teaching practice. A novelty of the framework is the adoption of a conceptual model aligned with the level of abstraction used for the symbolic (high-level) representation of cryptographic and communication primitives. This is aimed not only at improving skills in secure software development, but also at bridging the gap between the formal representation and the actual implementation, making formal methods and tools more accessible to students and practitioners.
This paper introduces constructivist dialogue mapping (CDM), a new type of concept mapping. CDM encodes what people learn during a non-goal directed learning activity. CDM is a practical means to outline the mini theories users fluidly construct as they explore open-ended learning environments. To demonstrate the method, in this paper we use CDM to track how two modelers elaborate understandings during use of a constructionist learning game, Ant Adaptation. Using the method, we show how two users contest and construct their idea of self-organization in ant colonies. The method is rooted in constructionism, constructivism, concept mapping, and conceptual change.
The paper argues for the importance of the constructivist learning theory to software development education. Constructivism frames learning less as the product of passive transmission than a process of active construction whereby learners construct their own knowledge based upon prior knowledge and experience. Now that a number of software development courses offer project-based teaching, it seems that the importance of a constructivist perspective has been implicitly well-taken in the current practice. What these approaches explicitly lack is a concrete methodology of how to carry out the constructivist perspective and its consequences for learning. This paper reports on a constructivist approach to object-oriented software development at the undergraduate level. It explores methodological aspects of the approach and discusses the results from its evaluation.
This paper reports a multi-national, multi-institutional study to investigate Computer Science students' understanding of software design and software design criteria. Student participants were recruited from two groups: students early in their degree studies and students completing their Bachelor degrees. Computer Science educators were also recruited as a comparison group. The study, including over 300 participants from 21 institutions in 4 countries, aimed to understand characteristics of student-generated software designs, to investigate student recognition of requirement ambiguities, and to elicit students' valuation of key design criteria. The results indicate that with increases in education, students use fewer textual design notations and more graphical and standardized notations and that they become more aware of ambiguous problem specifications. Yet increased educational attainment has little effect on students' valuation of key design characteristics.