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Auteurs principaux: Lemes, David de Oliveira, Santos, Ezequiel França dos, Romanek, Eduardo, Fujimoto, Celso, Valente, Adriano Felix
Format: Preprint
Publié: 2023
Sujets:
Accès en ligne:https://arxiv.org/abs/2311.14704
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author Lemes, David de Oliveira
Santos, Ezequiel França dos
Romanek, Eduardo
Fujimoto, Celso
Valente, Adriano Felix
author_facet Lemes, David de Oliveira
Santos, Ezequiel França dos
Romanek, Eduardo
Fujimoto, Celso
Valente, Adriano Felix
contents The traditional teaching of software engineering is focused on technical skills. Active strategies, where students experience content and interact with reality, are effective. The market demands new skills in the digital transformation, dealing with the complexity of modeling businesses and the interconnection between people, systems, and technologies. The transition to active methodologies, such as Problem-Based Learning (PBL), brings real market scenarios into the classroom. This article reports on the experience in the course, presenting concepts and results.
format Preprint
id arxiv_https___arxiv_org_abs_2311_14704
institution arXiv
publishDate 2023
record_format arxiv
spellingShingle Análise e modelagem de jogos digitais: relato de uma experiência educacional utilizando metodologias ativas em um grupo multidisciplinar
Lemes, David de Oliveira
Santos, Ezequiel França dos
Romanek, Eduardo
Fujimoto, Celso
Valente, Adriano Felix
Computers and Society
The traditional teaching of software engineering is focused on technical skills. Active strategies, where students experience content and interact with reality, are effective. The market demands new skills in the digital transformation, dealing with the complexity of modeling businesses and the interconnection between people, systems, and technologies. The transition to active methodologies, such as Problem-Based Learning (PBL), brings real market scenarios into the classroom. This article reports on the experience in the course, presenting concepts and results.
title Análise e modelagem de jogos digitais: relato de uma experiência educacional utilizando metodologias ativas em um grupo multidisciplinar
topic Computers and Society
url https://arxiv.org/abs/2311.14704