Twenty dirty tricks to train software engineers
Proceedings of the 22nd international conference on Software engineering
The microworld of Phoenix Quest: social and cognitive considerations
Education and Information Technologies
TREEZ - An educational data structures game
Journal of Computing Sciences in Colleges
Using narrative as a motivating device to teach binary arithmetic and logic gates
Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education
Design and Evaluation of an Educational Software Process Simulation Environment and Associated Model
CSEET '05 Proceedings of the 18th Conference on Software Engineering Education & Training
Engendering an empathy for software engineering
ACE '05 Proceedings of the 7th Australasian conference on Computing education - Volume 42
SimVBSE: Developing a Game for Value-Based Software Engineering
CSEET '06 Proceedings of the 19th Conference on Software Engineering Education & Training
Electromagnetism supercharged!: learning physics with digital simulation games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Debriefings of web-based malaria games
Simulation and Gaming
Playing for keeps: gaming as a language learning tool
ACM SIGGRAPH 2006 Educators program
FIE '01 Proceedings of the Frontiers in Education Conference, 2001. on 31st Annual - Volume 01
Simse: a software engineering simulation environment for software process education
Simse: a software engineering simulation environment for software process education
ICNC '07 Proceedings of the Third International Conference on Natural Computation - Volume 05
Assessing Aptitude for Learning with a Serious Game for Foreign Language and Culture
ITS '08 Proceedings of the 9th international conference on Intelligent Tutoring Systems
New technology trends in education: Seven years of forecasts and convergence
Computers & Education
Using serious games in computer science education
Proceedings of the 11th Koli Calling International Conference on Computing Education Research
UsabilityGame: jogo simulador para apoio ao ensino de usabilidade
Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
Evaluating an early software engineering course with projects and tools from open source software
Proceedings of the ninth annual international conference on International computing education research
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
Computers & Education
Proceedings of the 21st ACM international conference on Multimedia
Digital educational game value hierarchy from a learners' perspective
Computers in Human Behavior
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A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation for producing graduates who are inappropriately prepared for applying their skills in real life software engineering scenarios, it suggests that traditional educational techniques such as role-play, live-through case studies and paper-based case studies are insufficient preparation and that other approaches are required. To attempt to combat this problem we have developed a games-based learning application to teach requirements collection and analysis at tertiary education level as games-based learning is seen as a highly motivating, engaging form of media and is a rapidly expanding field. This paper will describe the evaluation of the requirements collection and analysis game particularly from a pedagogical perspective. The game will be compared to traditional methods of software engineering education using a pre-test/post-test, control group/experimental group design to assess if the game can act as a suitable supplement to traditional techniques and assess if it can potentially overcome shortcomings. The game will be evaluated in five separate experiments at tertiary education level.