戴尔的锥形的学习32)(见图1)已经被用来作为参考点在规划高等教育教学策略(33]。同样的研究指出,模拟真实的经验可以提高对所学内容的理解比学习更有效地阅读或听力,即被动。戴尔指出,人们记住他们所学到的通过模拟的90%。这项研究由Aydan et al。34]证实这个结果表明之间有显著差异的学生学会了ISO 12207的模拟和那些已经学会了它只通过传统的方式,即。,通过阅读文本的部分。这促使这项研究的作者说:“我们建议严肃游戏的使用,似乎优于传统的基于纸张的方法。”
一般问题相关的两个领域的研究,即软件过程改进和软件测量。一般的问题将在下面列出:(我)GQ1。在什么情况下(即。,academic or professional) did the gamification or serious game projects take place?(2)GQ2。什么限制已报告的使用游戏教学游戏化或严重吗?(3)GQ3。什么研究方法被验证的游戏化或严重的游戏项目?(iv)GQ4。什么游戏元素包含在游戏化或严重的游戏项目?(v)GQ5。游戏机制所使用的游戏化或严重的游戏项目?(vi)GQ6。什么游戏动态参与游戏化或严重的游戏项目?(七)GQ7。什么类型都包含在游戏化或严重的游戏项目?(八)GQ8。如何通过游戏化学习的有效性或严肃游戏与通过传统的学习是什么?
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票数
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第22位
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下岗通知
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意味着
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软件过程改进进行实践活动组织中的优化流程并确保他们满足业务目标,更有效(20.),即。,来deliver software faster to the market, improve quality, and reduce waste. The goal is to make the organization more competitive by producing higher-quality software in less time and at a more affordable price.
此外,值得一提的是,游戏的元素常常复发好几次同样的计划。这方面的一个例子学习第29页,采用RUPGY方法,应用动力学,力学,和游戏元素。这是一种游戏化的目的是激励一个开发团队,提供可见性通过游戏化所使用的度量软件过程,并允许软件开发与Scrum更具吸引力的形式显示在一个游戏。它包括成就和徽章基于历史数据从一个软件公司,这个方案被应用。此外,这个方案中使用的游戏元素如下:《阿凡达》,集合,成就,徽章、水平,分,排行榜,和团队。当前元素铅和/或竞争的机制合作,成就,奖励,和反馈。等力学导致进程、关系和叙事动力。最后,通过例证的方式,称为发条开发者有一个挑战,这是一个成就的基础上,开发人员完成的任务数在一个sprint。这一成就有三个完成的水平,即。,related badges, which were as follows: bronze (50%), silver (75%), and gold (100%). Thus, this achievement gave visibility to the most productive developers and could be used as a balancing parameter in the training of teams.
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