23 research outputs found

    Implementation of business simulation games as learning tool: an example from University of Algarve

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    Game-based learning environments in education are a valuable asset, as well as their potential benefits are unquestionable (GuillĂ©n-Nieto & Aleson-Carbonell, 2012). Yet, recent studies concerning academic achievement have reported contradictory or ambiguous findings. It is also interesting that empirical studies devoted to Management courses are not abundant and focus on: single unit courses (e.g., Edelheim & Ueda, 2007), units with low levels of interdisciplinarity (e.g., Pasin & Giroux, 2011), non-longitudinal studies (e.g., SĂžrensen, 2011) or games usability (e.g., BlaĆŸič et al., 2012). Therefore, the leading Author produced the following research query: can GBL (Cesim Global Challenge) be a useful and productive tool to support Management students for effective learning towards complex contexts while enhances engagement? A case study approach will be used (University of Algarve)

    Serious Games Are Not Serious Enough for Myoelectric Prosthetics

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    Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training

    Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines

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    Mechanical maintenance of F-16 engines is carried out as a team effort involving 3–4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simulated actions risk becoming obsolete rapidly and require costly reimplementation. This paper presents the development of a 3D mechanical maintenance training simulator for this context, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators. This specific simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We provide data in support of the feasibility of this approach, describing the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users

    Cultivating Awareness on Email Security Threats among School Children via Game-Based Learning Approach (CEG)

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    Internet has brought a huge transformation in many aspects of our life as it is one of the biggest contributors in making the world into global village. The percentage of internet users has increase rapidly across age including children nowadays. Despite giving many benefits to the users, the impressive change of Internet has brought high concern about the threats to safety and security among the users especially for the children nowadays. High concern rises among global expertises on child's online protection as it can harm the children physically and emotionally. Email security threats are one of the cyber threats problem that child should aware to avoid any incidental causes which lead towards negative impact. However, the level of awareness on this issue among Malaysian children is low. Therefore, this paper proposes an alternative method in cultivating early awareness on email security threats among school children in Malaysia. Child Email Game (CEG) has been developed based on game based learning model by using Adobe Flash Professional CS 5 software. Through this interactive and fun approach, CEG is expected to assist them in identifying the emails security threats accordingly

    ВИКОРИСбАННЯ ĐĄĐ•Đ Đ™ĐžĐ—ĐĐ˜Đ„ ІГОР йА СИМУЛЯЩІЙ З РОЗРОБКИ ПРОГРАМНОГО ЗАБЕЗПЕЧЕННЯ ДЛЯ РОЗВИбКУ ĐĐ•ĐąĐ•Đ„ĐĐ†Đ§ĐĐ˜Đ„ КОМПЕбЕНбНОСбЕЙ ĐœĐĐ™Đ‘ĐŁĐąĐĐ†Đ„ ІНЖЕНЕРІВ-ПРОГРАМІСбІВ

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    ĐŁ статті Ń€ĐŸĐ·ĐłĐ»ŃĐœŃƒŃ‚ĐŸ ĐČĐžĐșĐŸŃ€ĐžŃŃ‚Đ°ĐœĐœŃ сДрĐčĐŸĐ·ĐœĐžŃ… Ń–ĐłĐŸŃ€ та ŃĐžĐŒŃƒĐ»ŃŃ†Ń–Đč Đ· Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ ĐŽĐ»Ń Ń€ĐŸĐ·ĐČотĐșу ĐœĐ”Ń‚Đ”Ń…ĐœŃ–Ń‡ĐœĐžŃ… ĐșĐŸĐŒĐżĐ”Ń‚Đ”ĐœŃ‚ĐœĐŸŃŃ‚Đ”Đč ĐŒĐ°ĐčĐ±ŃƒŃ‚ĐœŃ–Ń… Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ. Đ—â€™ŃŃĐŸĐČĐ°ĐœĐŸ, Ń‰ĐŸ Ń‚ĐžĐżĐŸĐČіĐč ĐŸŃĐČіті Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ Đ±Ń€Đ°Đșує праĐșŃ‚ĐžŃ‡ĐœĐŸĐłĐŸ ĐŸĐżĐ°ĐœŃƒĐČĐ°ĐœĐœŃ ĐżŃ€ĐŸŃ†Đ”ŃŃ–ĐČ Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ. ĐŠĐ” ĐżĐŸĐČâ€™ŃĐ·Đ°ĐœĐŸ Đ· Ń‚ĐžĐŒ, Ń‰ĐŸ Ń€ĐŸĐ·Ń€ĐŸĐ±Đșу ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ, Đ°, ĐŸŃĐŸĐ±Đ»ĐžĐČĐŸ, ĐČДлОĐșох ŃĐžŃŃ‚Đ”ĐŒ ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ, проĐčĐœŃŃ‚ĐŸ ĐČĐČажатО ŃŃƒŃ‚ĐŸ Ń‚Đ”Ń…ĐœŃ–Ń‡ĐœĐžĐŒ Đ·Đ°ĐČĐŽĐ°ĐœĐœŃĐŒ, ĐżŃ€ĐŸŃ‚Đ” ĐœĐ° праĐșтоці ĐČояĐČĐ»ŃŃ”Ń‚ŃŒŃŃ Ń–ĐœĐ°ĐșшД: у Đ±Ń–Đ»ŃŒŃˆĐŸŃŃ‚Ń– ĐČОпаЎĐșіĐČ Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐ° ĐČДлОĐșох (і ĐœĐ” Ń‚Ń–Đ»ŃŒĐșĐž) ŃĐžŃŃ‚Đ”ĐŒ є Đ·Đ°ĐČĐŽĐ°ĐœĐœŃĐŒ, Đ·ĐŽĐ”Đ±Ń–Đ»ŃŒŃˆĐŸĐłĐŸ, "ĐœĐ”Ń‚Đ”Ń…ĐœŃ–Ń‡ĐœĐŸĐłĐŸ" хараĐșŃ‚Đ”Ń€Ńƒ. ВояĐČĐ»Đ”ĐœĐŸ, Ń‰ĐŸ Ń”ĐŽĐžĐœĐžĐŒ ĐŒĐŸĐ¶Đ»ĐžĐČĐžĐŒ ŃĐżĐŸŃĐŸĐ±ĐŸĐŒ ĐœĐ°ĐŽĐ°ĐœĐœŃ ŃŃ‚ŃƒĐŽĐ”ĐœŃ‚Đ°ĐŒ ĐŽĐŸŃĐČіЮу участі у Ń€Đ”Đ°Đ»ŃŒĐœĐžŃ… ĐżŃ€ĐŸŃ†Đ”ŃĐ°Ń… Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ (ПЗ) ĐČ Đ°ĐșĐ°ĐŽĐ”ĐŒŃ–Ń‡ĐœĐŸĐŒŃƒ ŃĐ”Ń€Đ”ĐŽĐŸĐČощі є ĐČĐžĐșĐŸŃ€ĐžŃŃ‚Đ°ĐœĐœŃ Ń–ĐłŃ€ĐŸĐČох ŃĐžĐŒŃƒĐ»ŃŃ‚ĐŸŃ€Ń–ĐČ Ń‚Đ° ŃĐžĐŒŃƒĐ»ŃŃ†Ń–Đč у ĐżĐŸŃ”ĐŽĐœĐ°ĐœĐœŃ– Đ· лДĐșŃ†Ń–ŃĐŒĐž і ĐœĐ°ĐČŃ‡Đ°Đ»ŃŒĐœĐžĐŒĐž ĐżŃ€ĐŸĐ”ĐșŃ‚Đ°ĐŒ. Đ”ĐŸĐČĐ”ĐŽĐ”ĐœĐŸ, Ń‰ĐŸ ŃĐžĐŒŃƒĐ»ŃŃ‚ĐŸŃ€Đž ĐŒĐŸĐ¶ŃƒŃ‚ŃŒ ĐżŃ€ĐžĐœĐ”ŃŃ‚Đž ĐČ ĐŸŃĐČіту Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ- ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ Ń‚Ńƒ ж ĐșĐŸŃ€ĐžŃŃ‚ŃŒ, яĐșу ĐČĐŸĐœĐž ĐżŃ€ĐžĐœĐ”ŃĐ»Đž і у Ń–ĐœŃˆŃ– ĐłĐ°Đ»ŃƒĐ·Ń– (ĐŒĐ”ĐŽĐžŃ†ĐžĐœĐ°, Đ°ĐČіація та Ń–ĐœŃˆŃ–). Đ—ĐŸĐșŃ€Đ”ĐŒĐ°, ĐčĐŽĐ”Ń‚ŃŒŃŃ ĐżŃ€ĐŸ Ń‚Đ”, Ń‰ĐŸ ĐżŃ€ĐŸŃ†Đ”Ń ĐœĐ°ĐČŃ‡Đ°ĐœĐœŃ та ĐżŃ–ĐŽĐłĐŸŃ‚ĐŸĐČĐșĐž Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ ĐŒĐŸĐ¶Đ” Đ±ŃƒŃ‚Đž ĐżĐŸĐ»Ń–ĐżŃˆĐ”ĐœĐžĐč та ĐżĐŸĐșŃ€Đ°Ń‰Đ”ĐœĐžĐč Đ·Đ° ŃƒĐŒĐŸĐČĐž ĐœĐ°ĐŽĐ°ĐœĐœŃ ĐŒĐŸĐ¶Đ»ĐžĐČĐŸŃŃ‚Ń– ŃŃ‚ŃƒĐŽĐ”ĐœŃ‚Đ°ĐŒ праĐșтоĐșуĐČатося Đ·Đ° ĐŽĐŸĐżĐŸĐŒĐŸĐłĐŸŃŽ ŃĐžĐŒŃƒĐ»ŃŃ‚ĐŸŃ€Ń–ĐČ ĐČ ŃƒĐżŃ€Đ°ĐČĐ»Ń–ĐœĐœŃ– Ń€Ń–Đ·ĐœĐžĐŒĐž ĐČĐžĐŽĐ°ĐŒĐž псДĐČĐŽĐŸ-Ń€Đ”Đ°Đ»Ń–ŃŃ‚ĐžŃ‡ĐœĐžŃ… ĐżŃ€ĐŸŃ†Đ”ŃŃ–ĐČ Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ. ĐŸŃ€ĐŸĐČĐ”ĐŽĐ”ĐœĐŸ Đ»Ń–Ń‚Đ”Ń€Đ°Ń‚ŃƒŃ€ĐœĐžĐč ĐŸĐłĐ»ŃĐŽ Ń€ĐŸĐ±Ń–Ń‚ ĐżĐŸŃ‡ĐžĐœĐ°ŃŽŃ‡Đž Đ· 2000 Ń€ĐŸĐșу, ĐŸĐżŃƒĐ±Đ»Ń–ĐșĐŸĐČĐ°ĐœĐžŃ… Đ·Đ° Ń‚Đ”ĐŒĐŸŃŽ ĐœĐ°ĐČŃ‡Đ°ĐœĐœŃ Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ПЗ Ń–Đ· ĐČĐžĐșĐŸŃ€ĐžŃŃ‚Đ°ĐœĐœŃĐŒ сДрĐčĐŸĐ·ĐœĐžŃ… Ń–ĐłĐŸŃ€ та Ń–ĐłŃ€ĐŸĐČох ŃĐžĐŒŃƒĐ»ŃŃ†Ń–Ń—. Đ ĐŸĐ·ĐłĐ»ŃĐœŃƒŃ‚ĐŸ ĐČОщД Đ·Đ°Đ·ĐœĐ°Ń‡Đ”ĐœŃ– сДрĐčĐŸĐ·ĐœŃ– ігро та Ń–ĐłŃ€ĐŸĐČі ŃĐžĐŒŃƒĐ»ŃŃ†Ń–Ń— Đ±Ń–Đ»ŃŒŃˆ ĐŽĐ”Ń‚Đ°Đ»ŃŒĐœĐŸ, Đ·Đ° Ń€ĐŸĐ·ĐżĐŸĐŽŃ–Đ»ĐŸĐŒ ĐżĐŸ Ń„ĐŸŃ€ĐŒŃƒĐČĐ°ĐœĐœŃŽ ĐœĐ”Ń‚Đ”Ń…ĐœŃ–Ń‡ĐœĐžŃ… ĐșĐŸĐŒĐżĐ”Ń‚Đ”ĐœŃ‚ĐœĐŸŃŃ‚Đ”Đč ĐŒĐ°ĐčĐ±ŃƒŃ‚ĐœŃ–Ń… Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ. The article describes the use of serious games and software development simulations to develop nontechnical competencies of future software engineers. It was found that the typical software engineering education lacks a practical treatment of the processes of software engineering. This is due to the fact that the development of software, especially of large software systems, is considered to be a purely technical problem, but in practice it turns out differently: in most cases, the development of large (and not only) software systems, is mainly a non-technical problem. Revealed that the only feasible way to provide students with the experience of realistic software engineering processes within the academic environment is through simulation, as used in conjunction with lectures and projects. Proved that simulation can bring to software engineering education the same kinds of benefits that it has brought to other domains (medicine, aviation etc). In particular, the software process education can be improved and upgraded by allowing students to practice, through a simulator, the activity of managing various kinds of pseudo-realistic software development processes. Conducted a literature review of studies since 2000, which were published on the topic of software development using serious games and game simulations. The above-mentioned serious games and game simulations were analyzed in more details, with the correlation to non-technical competencies that are required for future software engineers

    Using serious games and simulations of software development process to develop non-technical competencies of future software engineers

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    ĐŁ статті Ń€ĐŸĐ·ĐłĐ»ŃĐœŃƒŃ‚ĐŸ ĐČĐžĐșĐŸŃ€ĐžŃŃ‚Đ°ĐœĐœŃ сДрĐčĐŸĐ·ĐœĐžŃ… Ń–ĐłĐŸŃ€ та ŃĐžĐŒŃƒĐ»ŃŃ†Ń–Đč Đ· Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ ĐŽĐ»Ń Ń€ĐŸĐ·ĐČотĐșу ĐœĐ”Ń‚Đ”Ń…ĐœŃ–Ń‡ĐœĐžŃ… ĐșĐŸĐŒĐżĐ”Ń‚Đ”ĐœŃ‚ĐœĐŸŃŃ‚Đ”Đč ĐŒĐ°ĐčĐ±ŃƒŃ‚ĐœŃ–Ń… Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ. Đ—â€™ŃŃĐŸĐČĐ°ĐœĐŸ, Ń‰ĐŸ Ń‚ĐžĐżĐŸĐČіĐč ĐŸŃĐČіті Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ Đ±Ń€Đ°Đșує праĐșŃ‚ĐžŃ‡ĐœĐŸĐłĐŸ ĐŸĐżĐ°ĐœŃƒĐČĐ°ĐœĐœŃ ĐżŃ€ĐŸŃ†Đ”ŃŃ–ĐČ Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ. ĐŠĐ” ĐżĐŸĐČâ€™ŃĐ·Đ°ĐœĐŸ Đ· Ń‚ĐžĐŒ, Ń‰ĐŸ Ń€ĐŸĐ·Ń€ĐŸĐ±Đșу ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ, Đ°, ĐŸŃĐŸĐ±Đ»ĐžĐČĐŸ, ĐČДлОĐșох ŃĐžŃŃ‚Đ”ĐŒ ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ, проĐčĐœŃŃ‚ĐŸ ĐČĐČажатО ŃŃƒŃ‚ĐŸ Ń‚Đ”Ń…ĐœŃ–Ń‡ĐœĐžĐŒ Đ·Đ°ĐČĐŽĐ°ĐœĐœŃĐŒ, ĐżŃ€ĐŸŃ‚Đ” ĐœĐ° праĐșтоці ĐČояĐČĐ»ŃŃ”Ń‚ŃŒŃŃ Ń–ĐœĐ°ĐșшД: у Đ±Ń–Đ»ŃŒŃˆĐŸŃŃ‚Ń– ĐČОпаЎĐșіĐČ Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐ° ĐČДлОĐșох (і ĐœĐ” Ń‚Ń–Đ»ŃŒĐșĐž) ŃĐžŃŃ‚Đ”ĐŒ є Đ·Đ°ĐČĐŽĐ°ĐœĐœŃĐŒ, Đ·ĐŽĐ”Đ±Ń–Đ»ŃŒŃˆĐŸĐłĐŸ, "ĐœĐ”Ń‚Đ”Ń…ĐœŃ–Ń‡ĐœĐŸĐłĐŸ" хараĐșŃ‚Đ”Ń€Ńƒ. ВояĐČĐ»Đ”ĐœĐŸ, Ń‰ĐŸ Ń”ĐŽĐžĐœĐžĐŒ ĐŒĐŸĐ¶Đ»ĐžĐČĐžĐŒ ŃĐżĐŸŃĐŸĐ±ĐŸĐŒ ĐœĐ°ĐŽĐ°ĐœĐœŃ ŃŃ‚ŃƒĐŽĐ”ĐœŃ‚Đ°ĐŒ ĐŽĐŸŃĐČіЮу участі у Ń€Đ”Đ°Đ»ŃŒĐœĐžŃ… ĐżŃ€ĐŸŃ†Đ”ŃĐ°Ń… Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ (ПЗ) ĐČ Đ°ĐșĐ°ĐŽĐ”ĐŒŃ–Ń‡ĐœĐŸĐŒŃƒ ŃĐ”Ń€Đ”ĐŽĐŸĐČощі є ĐČĐžĐșĐŸŃ€ĐžŃŃ‚Đ°ĐœĐœŃ Ń–ĐłŃ€ĐŸĐČох ŃĐžĐŒŃƒĐ»ŃŃ‚ĐŸŃ€Ń–ĐČ Ń‚Đ° ŃĐžĐŒŃƒĐ»ŃŃ†Ń–Đč у ĐżĐŸŃ”ĐŽĐœĐ°ĐœĐœŃ– Đ· лДĐșŃ†Ń–ŃĐŒĐž і ĐœĐ°ĐČŃ‡Đ°Đ»ŃŒĐœĐžĐŒĐž ĐżŃ€ĐŸĐ”ĐșŃ‚Đ°ĐŒ. Đ”ĐŸĐČĐ”ĐŽĐ”ĐœĐŸ, Ń‰ĐŸ ŃĐžĐŒŃƒĐ»ŃŃ‚ĐŸŃ€Đž ĐŒĐŸĐ¶ŃƒŃ‚ŃŒ ĐżŃ€ĐžĐœĐ”ŃŃ‚Đž ĐČ ĐŸŃĐČіту Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ Ń‚Ńƒ ж ĐșĐŸŃ€ĐžŃŃ‚ŃŒ, яĐșу ĐČĐŸĐœĐž ĐżŃ€ĐžĐœĐ”ŃĐ»Đž і у Ń–ĐœŃˆŃ– ĐłĐ°Đ»ŃƒĐ·Ń– (ĐŒĐ”ĐŽĐžŃ†ĐžĐœĐ°, Đ°ĐČіація та Ń–ĐœŃˆŃ–). Đ—ĐŸĐșŃ€Đ”ĐŒĐ°, ĐčĐŽĐ”Ń‚ŃŒŃŃ ĐżŃ€ĐŸ Ń‚Đ”, Ń‰ĐŸ ĐżŃ€ĐŸŃ†Đ”Ń ĐœĐ°ĐČŃ‡Đ°ĐœĐœŃ та ĐżŃ–ĐŽĐłĐŸŃ‚ĐŸĐČĐșĐž Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ ĐŒĐŸĐ¶Đ” Đ±ŃƒŃ‚Đž ĐżĐŸĐ»Ń–ĐżŃˆĐ”ĐœĐžĐč та ĐżĐŸĐșŃ€Đ°Ń‰Đ”ĐœĐžĐč Đ·Đ° ŃƒĐŒĐŸĐČĐž ĐœĐ°ĐŽĐ°ĐœĐœŃ ĐŒĐŸĐ¶Đ»ĐžĐČĐŸŃŃ‚Ń– ŃŃ‚ŃƒĐŽĐ”ĐœŃ‚Đ°ĐŒ праĐșтоĐșуĐČатося Đ·Đ° ĐŽĐŸĐżĐŸĐŒĐŸĐłĐŸŃŽ ŃĐžĐŒŃƒĐ»ŃŃ‚ĐŸŃ€Ń–ĐČ ĐČ ŃƒĐżŃ€Đ°ĐČĐ»Ń–ĐœĐœŃ– Ń€Ń–Đ·ĐœĐžĐŒĐž ĐČĐžĐŽĐ°ĐŒĐž псДĐČĐŽĐŸ-Ń€Đ”Đ°Đ»Ń–ŃŃ‚ĐžŃ‡ĐœĐžŃ… ĐżŃ€ĐŸŃ†Đ”ŃŃ–ĐČ Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ĐżŃ€ĐŸĐłŃ€Đ°ĐŒĐœĐŸĐłĐŸ Đ·Đ°Đ±Đ”Đ·ĐżĐ”Ń‡Đ”ĐœĐœŃ. ĐŸŃ€ĐŸĐČĐ”ĐŽĐ”ĐœĐŸ Đ»Ń–Ń‚Đ”Ń€Đ°Ń‚ŃƒŃ€ĐœĐžĐč ĐŸĐłĐ»ŃĐŽ Ń€ĐŸĐ±Ń–Ń‚ ĐżĐŸŃ‡ĐžĐœĐ°ŃŽŃ‡Đž Đ· 2000 Ń€ĐŸĐșу, ĐŸĐżŃƒĐ±Đ»Ń–ĐșĐŸĐČĐ°ĐœĐžŃ… Đ·Đ° Ń‚Đ”ĐŒĐŸŃŽ ĐœĐ°ĐČŃ‡Đ°ĐœĐœŃ Ń€ĐŸĐ·Ń€ĐŸĐ±ĐșĐž ПЗ Ń–Đ· ĐČĐžĐșĐŸŃ€ĐžŃŃ‚Đ°ĐœĐœŃĐŒ сДрĐčĐŸĐ·ĐœĐžŃ… Ń–ĐłĐŸŃ€ та Ń–ĐłŃ€ĐŸĐČох ŃĐžĐŒŃƒĐ»ŃŃ†Ń–Ń—. Đ ĐŸĐ·ĐłĐ»ŃĐœŃƒŃ‚ĐŸ ĐČОщД Đ·Đ°Đ·ĐœĐ°Ń‡Đ”ĐœŃ– сДрĐčĐŸĐ·ĐœŃ– ігро та Ń–ĐłŃ€ĐŸĐČі ŃĐžĐŒŃƒĐ»ŃŃ†Ń–Ń— Đ±Ń–Đ»ŃŒŃˆ ĐŽĐ”Ń‚Đ°Đ»ŃŒĐœĐŸ, Đ·Đ° Ń€ĐŸĐ·ĐżĐŸĐŽŃ–Đ»ĐŸĐŒ ĐżĐŸ Ń„ĐŸŃ€ĐŒŃƒĐČĐ°ĐœĐœŃŽ ĐœĐ”Ń‚Đ”Ń…ĐœŃ–Ń‡ĐœĐžŃ… ĐșĐŸĐŒĐżĐ”Ń‚Đ”ĐœŃ‚ĐœĐŸŃŃ‚Đ”Đč ĐŒĐ°ĐčĐ±ŃƒŃ‚ĐœŃ–Ń… Ń–ĐœĐ¶Đ”ĐœĐ”Ń€Ń–ĐČ-ĐżŃ€ĐŸĐłŃ€Đ°ĐŒŃ–ŃŃ‚Ń–ĐČ.The article describes the use of serious games and software development simulations to develop non-technical competencies of future software engineers. It was found that the typical software engineering education lacks a practical treatment of the processes of software engineering. This is due to the fact that the development of software, especially of large software systems, is considered to be a purely technical problem, but in practice it turns out differently: in most cases, the development of large (and not only) software systems, is mainly a non-technical problem. Revealed that the only feasible way to provide students with the experience of realistic software engineering processes within the academic environment is through simulation, as used in conjunction with lectures and projects. Proved that simulation can bring to software engineering education the same kinds of benefits that it has brought to other domains (medicine, aviation etc). In particular, the software process education can be improved and upgraded by allowing students to practice, through a simulator, the activity of managing various kinds of pseudo-realistic software development processes. Conducted a literature review of studies since 2000, which were published on the topic of software development using serious games and game simulations. The above-mentioned serious games and game simulations were analyzed in more details, with the correlation to non-technical competencies that are required for future software engineers
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