Bilgisayar Mühendisliği Bölümü Yayın Koleksiyonu

Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/253

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  • Conference Object
    Citation - WoS: 49
    Citation - Scopus: 66
    Software Engineering Education and Games: a Systematic Literature Review
    (Graz Univ Technolgoy, inst information Systems Computer Media-iicm, 2016) Kosa, Mehmet; Yılmaz, Murat; Yilmaz, Murat; O'Connor, Rory V.; Clarke, Paul M.; O’Connor, Rory V.; Yazılım Mühendisliği
    The trend in using games in elementary level education also spreads through higher education levels and specific domains such as engineering. Recently, researchers have shown an increased interest in the usage of games in software engineering. In this paper, we are presenting a systematic review and analysis of 350 papers regarding games in software engineering education that was published in the last fifteen years. After applying our inclusion criteria and manual inspection of these studies, we have ended up with 53 primary papers. Based on a systematic process, we reported and discussed our findings with possible future research directions. The main results of this study indicate that the studies are accumulated around 5 categories: Games that learners/students play, games that learners/students develop as projects, curriculum proposals, developing/coming up with new approaches, tools, frameworks or suggestions and others.
  • Article
    Citation - WoS: 6
    Citation - Scopus: 6
    Auction-Based Serious Game for Bug Tracking
    (Wiley, 2019) Usfekes, Cagdas; Tuzun, Eray; Yilmaz, Murat; Macit, Yagup; Clarke, Paul
    Today, one of the challenges in software engineering is utilising application lifecycle management (ALM) tools effectively in software development. In particular, it is hard for software developers to engage with the work items that are appointed to themselves in these ALM tools. In this study, the authors have focused on bug tracking in ALM where one of the most important metrics is mean time to resolution that is the average time to fix a reported bug. To improve this metric, they developed a serious game application based on an auction-based reward mechanism. The ultimate aim of this approach is to create an incentive structure for software practitioners to find and resolved bugs that are auctioned where participants are encouraged to solve and test more bugs in less time and improve quality of software development in a competitive environment. They conduct hypothesis tests by performing a Monte Carlo simulation. The preliminary results of this research support the idea that using a gamification approach for an issue tracking system enhances the productivity and decreases mean time to resolution.
  • Conference Object
    Citation - WoS: 24
    Citation - Scopus: 29
    Interactive Three-Dimensional Virtual Environment To Reduce the Public Speaking Anxiety Levels of Novice Software Engineers
    (inst Engineering Technology-iet, 2019) Yilmaz, M.; Gulec, U.; Yilmaz, A. E.; Isler, V.; O'Connor, R. V.; Clarke, P.; Nazligul, M. Denizci; Denizci Nazligul, M.
    Software engineering is a set of activities that rely not only on the technical tasks but also require abilities focused on social duties such as daily meetings and product introduction presentations. However, engineers may experience elevated levels of anxiety when required to present their work in an unfamiliar environment. More specifically, they may suffer from public speaking anxiety even though they are supposed to be effective in those social tasks as well as in their engineering activities. Fortunately, previous studies suggest that the virtual exposure intervention is an effective strategy to reduce public speaking anxiety. In this study, an interactive three-dimensional virtual environment similar to real classrooms and auditoriums was developed to examine whether this might decrease the anxiety levels of novice software engineers. To compare the traditional and virtual exposure intervention, the sample set was divided equally into two groups including one experimental group and one control group. For 4 weeks, the virtual exposure intervention was conducted in the experimental group, whereas the cognitive behaviour therapy-based psychoeducation was used in the control group. The findings from authors' study illustrate that the virtual exposure intervention may represent an alternative solution to the traditional interventions for software engineers seeking to overcome public presentation anxiety.