The Use of Game Elements and Scenarios for Teaching and Learning
the Function Point Analysis Technique:
A Experimental Study
Estêvão Damasceno Santos and Sandro Ronaldo Bezerra Oliveira
Postgraduate Program in Computer Science, Federal University of Pará, Belém, Pará, Brazil
Keywords: Function Points Analysis, Gamification, Teaching, Learning.
Abstract: Currently, the development of new technologies occurs at all times, and tied to this is the increased
competition between organizations. Based on this principle, it is essential that they seek to achieve quality
in the development of their applications. One of the essential tools for this is Function Point Analysis (FPA).
In view of this scenario, it is indispensable that the students have contact with this technique as soon as
possible. Thus, this study aims to use the games concepts and elements to stimulate support for teaching and
engaging student motivation in learning this technique of software estimation, which was taught in a
postgraduate course in computer science in an brazilian federal university. For that, classes were defined to
teach the FPA technique that used games elements as motivation for the students. Therefore, this research
resulted in an enrichment of the knowledge of these students in the practice of estimation, commonly
present and recommended the use in software quality models. This work aims to contribute to the teaching
of the FPA technique for students, aiming at a better preparation for the software development market. It
was also verified that the use of Gamification elements and learning scenarios for the teaching of this
estimation technique was efficient, since the participating students were more dedicated to the tasks and
were participative in all the different types of classes.
1 INTRODUCTION
Function Point Analysis (FPA), among other
estimation techniques, is an element used to improve
the quality in the software products development.
According to Lopes (2011), many micro and small
companies have difficulties in meeting schedules,
estimating effort and the necessary cost for the
development of their applications, which can often
cause damages to the organization. From this
technique it is possible to better manage the
processes involved in the development, besides
generating history for the organization. According to
Pressman (2011), the FPA can be used to: estimate
cost or work to design, code and test the software;
predict the number of errors that will be found
during the tests; predict the number of components
in the implemented system.
Using FPA in software projects is something that
brings many benefits to the organization, taking it to
a higher level, where it is possible to have a better
control of the process of product design and
development and means of comparison with
previous applications. Freitas et al. (2015) state that
this technique is used to systematically measure the
functional size of software, being a method proposed
by an international organization, the International
Function Point Users Group (IFPUG), and is
currently recommended by governments and
organizations as the standard method to be used.
adopted for this measurement type.
The importance of counting function points is so
relevant that this technique is recommended in the
MPS.BR (Brazilian Software Process Improvement)
Implementation Guide (SOFTEX, 2016) and in the
CMMI, since: in one practice it is indicated, because
the dimension of the tasks and products occurs,
namely "Size is dimension of the functionalities
from the point of view of the user ... A technique
widely used to measure size of software is the
technique of Function Point Analysis "; in another
practice are estimated the effort and the cost
necessary for the execution of the tasks and
products, as base in the previously done sizing; and
162
Santos, E. and Oliveira, S.
The Use of Game Elements and Scenarios for Teaching and Learning the Function Point Analysis Technique: A Experimental Study.
DOI: 10.5220/0007808301620169
In Proceedings of the 14th International Conference on Software Technologies (ICSOFT 2019), pages 162-169
ISBN: 978-989-758-379-7
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
another one are established the other variables that
are essential for the success of the project, which are
the budget and the schedule.
Figueiredo (2015) states that this methodology
can be used to promote learning by recycling a
content that would be typically taught in the
traditional method in a classroom or distance
learning class from the inclusion of interconnected
games elements of that create a learning opportunity
gamified in the form of a game. That is, to associate
the teaching of a certain subject with something that
is very present in the current generation, the games,
which can be a good alternative to awaken or
increase students interest, reduce difficulties, engage
them, and increase interactivity from the team.
Mcgonigal (2011) states that the current generation
is natively digital and has an aptitude to learn by
interacting.
Evaluating this scenario, this research is
motivated by the importance of applying Function
Point Analysis in software development projects
based on the use of Gamification elements and
learning scenarios. Students are expected to learn the
FPA in a practical way and thereby improve their
knowledge and interest in the subject so that they
understand the steps taken and are able to use the
FPA score when necessary. Through the application
of two experiments in postgraduate classes, the main
objective of the research is to present a set of
elements in the Gamification and learning scenarios
that serve as a model to support the teaching of FPA
software estimation technique. However, these
elements that have been chosen to be worked on can
also be applied to other topics. This purpose is based
on empirical evidence described in the literature and
by experiments carried out with graduate groups in
the Software Engineering area.
In addition to this introductory section, Section 2
describes some of the theoretical foundation of the
work, Section 3 discusses some related works,
Section 4 presents the use of game elements, Section
5 describes the learning scenarios, Section 6 presents
the evaluation of use the elements and scenarios, and
finally, Section 7 discusses the conclusions and
limitations.
2 BACKGROUND
Gamification is a very commercial technique,
"initially used in companies to make it more agile
and pleasant to carry out traditional activities such as
the training of people and the adoption of new
technologies" (Raposo and Dantas, 2016). Deterding
et al. (2011) classify Gamification as the use of
game elements in a non-game context. Through this,
organizations seek to achieve greater interest and
participation of their customers in the company's
business, in relation to the use of products and
services, using elements such as scores, bonuses,
awards, ranking, among other advantages that can be
obtained. In the context of education this
methodology has gained prominence, because
through it it is possible to add to the subject that will
be taught elements belonging to the games
environment and dynamics.
Mcgonical (2011) states that the new generations
are increasingly making intensive use of modern
digital technologies from devices such as computers,
smartphones and video games, as well as social
interaction applications, which according to the
author is where it has the greatest presence of this
public. Taking into account this context, Azevedo
(2012) assures that there is no way to leave
technologies like digital games outside the
classrooms, because these constitute the daily life of
young people having a high level of consumption by
them.
Ribeiro et al. (2015) affirm that the search for
new pedagogical practices that associate the use of
technology with motivational strategies that arouse
interest in the students is great. Gonçalves (2016)
argues that one of the points discussed when it
comes to the relationship between school and young
people today is the distance between school culture
and youth culture. In view of this, the objective of
applying Gamification focused on teaching, is to
relate a topic that would be taught in the traditional
way, with something that is part of the youth
environment, living in virtual environments and
games. According to Freitas et al. (2016), with the
new generations entering higher education, already
possessing an experience in the virtual environments
of information and games, it is natural to adhere to
the use of Gamification to teach this new student
profile.
As mentioned earlier, this technique is
implemented from the adoption of game elements
and dynamics. With this in view, Mcgonical (2011)
considers that there are four characteristics that
determine a game: goal, rules, feedback and
voluntary participation. The goal is related to the
purpose for which an individual wishes to participate
in the game; the rules indicate the norms and
restrictions that govern and guide the person during
the execution of the game; feedback is related to the
game's responses, based on the player's actions; the
voluntary participation is the power of choice that
the individual has to participate or not of the game.
The Use of Game Elements and Scenarios for Teaching and Learning the Function Point Analysis Technique: A Experimental Study
163
Chou (2015) proposed a framework called
Octalysis that presents eight basic motivations that
leads a player to interact with a game, as can be seen
below.
Meaning: when the player believes that he /
she is doing something greater, for a greater
good or that he / she has been "chosen" to do
something transcendental,
Accomplishment: when the player observes
their progress, skill development and,
eventually, overcoming challenges,
Empowerment: when the player is involved in
a creative process, where he / she repeatedly
has to discover "things" and try different
combinations,
Ownership: when the player is motivated
because he / she has the sense of ownership of
some thing,
Social Influence: when the player is motivated
by social elements, which influence people,
including orientation, acceptance, social
responses, companionship, as well as
competition and envy;
Scarcity: when the player is motivated by the
desire for something he / she can not have;
Unpredictability: when the player is
motivated by wanting to find out what will
happen next. If he / she does not know what
will happen, his / her brain is involved and
thinks about it many times;
Avoidance: when the player is motivated by
the prevention of something negative that may
happen.
3 RELATED WORKS
In the study by Ribeiro et al. (2015), there is the
presentation of a tool that is used for the creation of
gamed subjects, titled "Game in Class", whose main
function is to plan and construct subjects using
games techniques and elements for the teaching of
materials. This tool had as a target audience teachers
who had as interest to diversify the teaching of their
subjects in order to offer them in an unprecedented
way through Gamification.
In (Freitas et al., 2016), there is the use of
Gamification in a more specific context, where the
application of the technique is performed in a
subject called Fundamentals of Computer
Architecture. In this work, a virtual space and the
game itself were used as classroom. The main
purpose of this application was to conduct duels of
knowledge among students, where a set of duels
constituted a battle, always related to one or more
topics of the subject. As a result there was more
interest and motivation of those involved in the
game, i.e. the students.
In the approach of Gonçalves et al. (2016), a
conceptual model is presented with the objective of
supporting the planning of the Gamification, which
takes into account the context in which the technique
should be implemented, the educational objectives,
the skills that will be needed, the behaviors and the
interactions that are expected. Also considered were
steps and processes, which are fundamental in the
Gamification process in the education context, to be
carried out in the correct way.
Monteiro et al. (2015) study the possibility of
teaching programming, more specifically the Ruby
language, through the methodology of Gamification,
associated with distance learning. The tasks that
were executed in the course were divided into four
phases, where the initial concepts about algorithm
construction were presented, and after each phase, as
in a game, the student would advance to the final
mission, where everything the acquired knowledge
would be used to solve the challenge. With this, it
was noticed that the methodology used did in fact
contribute and favored the engagement and
improved the students' learning.
Falcão et al. (2014) addressed in their studies the
development of a tool to support face-to-face
teaching using Gamification and game design. This
study proposed the development of a platform to
support students, aiming at the implementation of an
environment that stimulates the interest and attention
of the student outside the classroom in order to
encourage them to learn more. This study took into
account the great demand for such support tools in
educational institutions.
In this study we will use the concepts present in
this methodology to perform the teaching of the
estimation technique based on the Function Points
Analysis, which, from the search for related works
in the specialized literature, no study was found on
the use of Gamification with focus in the teaching of
software estimation techniques.
4 THE USE OF GAME
ELEMENTS
By the use of the theoretical reference on
Gamification, it was possible to define the set of
game elements that were used in this research, these
will be presented next.
ICSOFT 2019 - 14th International Conference on Software Technologies
164
The four characteristics that determine a game,
cited by Mcgonical (2011), served as the basis for
the use of the game elements and thus the
Gamification was created, where the students of a
graduate group were part of a gamified classroom
where: the goal was to learn the technique of
software estimation using Function Point Analysis;
the rules were the development of the syllabus of the
subject, the challenges stipulated, the actions that the
participants could develop and the creation of the
learning scenarios; the feedback was determined
through the resolutions of the activities that were
developed in the classroom, through the points
obtained by the students during the experiment and
from the feedback class; finally, the voluntary
participation is related to the fact that the Software
Quality subject is optional, so the participation of the
students was voluntary.
Afterwards, the techniques were chosen to
ensure the proposed game elements, coming from
the Chou (2015) framework, covering the eight core
drivers cited in the meaning (empowerment, social
impact; avoidance; scarcity; ownership;
accomplishment), and from this were inserted some
of the motivations and game elements proposed by
Chou. It is important to note that since there was no
software development, it was not necessary to use all
existing Core Drivers in Octalysis. The following is
the description of which core drivers were selected
as well as the game elements that were used:
Meaning: is the core that aims to make the
participants believe that they are performing
something superior or were chosen to perform
a certain action,
Empowerment: it is related to the fact that the
participant is involved in a creative process
where he / she repeatedly discovers new things,
Social Influence: that are the social elements
that aim to motivate the participants,
Ownership: it is the feeling that the participant
has to own or control something,
Accomplishment: is the topic responsible for
driving progress and skill development by
participants.
From the selection of the core drivers mentioned
and through the literature review, some game
elements were chosen to contribute to the
construction of the gamified classroom, they are:
narrative, superior meaning, points, list of
challenges, step-by-step tutorial - feedback, real-
time control, learning curve, monitoring, group
activities, medals and ranking. Table 1 shows the
relationship between the chosen Core Drivers and
the selected elements.
Table 1: Relationship between Core Drivers and
Elements.
Core Driver
Elements
Meaning
Narrative and Superior
Meaning
Empowerment
Feedback and Real-time
Control
Social Influence
Group Activities, Medals
and Ranking
Ownership
Learning Curve and
Monitoring
Accomplishment
Points, List of Challenges
and Step-by-step Tutorial
In Meaning the following game elements were
selected:
Narrative: this element was used in order to
explain the relevance of the FPA activity to the
students and the importance of the participation
of all in the experimente,
Higher Meaning: a point related to this
element was the importance of the grade for the
students, since this was part of the final grade
in the subject. In addition, the participants were
informed that they would be contributing to the
building of the gamified classroom. It is
important to point out that some students took
an interest in the subject even after the
experiment ended and continued to deepen the
subject.
For Empowerment, the elements were as
follows:
Feedback: one of the objectives for the use of
this element was to pass on to the students the
results obtained, in this way the spreadsheet
was always updated after the end of each class
and the highlights as questions were praised in
the classroom at the time of class,
Real Time Control: in order to obtain greater
control of students' participation in the
experiment, a monitor was present who was
responsible for recording the scores achieved
by each student during each class.
For Social Influence, the elements used were as
follows:
Group Activities: this element was one of the
most praised by the students, where it was used
in two different ways. First in the Dojo activity,
where all students developed a counting
activity of function points. Luz and Neto
(2012) describe the Dojo as a dynamic and
collaborative activity inspired by martial arts
The Use of Game Elements and Scenarios for Teaching and Learning the Function Point Analysis Technique: A Experimental Study
165
that follows a discipline in a teaching
environment, with the goal to make it
enjoyable and fun. In other words the activity
is developed in pairs, where the participants
must solve a challenge by shift, which is
defined by a time limit, and the other
participants are in the audience. At each end of
a turn, a member of the pair goes to the
audience and a member of the audience forms a
new pair, so in succession until the resolution
of the challenge. The other form was in the
Laboratory of Programming (LAB) activities,
in which the students in double were
challenged to solve three challenges also
related to FPA,
Medals: this element was used in order to
highlight the students, which could be both
positive and negative, because in the use of the
medals was highlighted the students who
lacked the most, more arrived late, those who
obtained higher marks in participation or other
activities developed,
Ranking: element related to the scores, which
determined the position of each student in the
experiment, being one of the main motivating
elements.
In Ownership the selected elements were as
follows:
Learning Curve: it is important to emphasize
that the activities were developed in a
progressive way, being this element more used
in the list of challenges of the LAB, where each
challenge the students acquired knowledge to
solve the others,
Monitoring: this element was used by the
students when they finished their class they had
access to their rankings in the experiment. This
was very important to stimulate students as
there was an increase in competitiveness
between them.
For Accomplishment the following elements
were selected:
Points: it was used to quantify student
progress, activities and participation in the
experiment,
List of Challenges: the activities developed,
such as those of the LAB, for example, had
progressive practices, where each level of
difficulty was increased,
Step-by-Step Tutorial: in order to present the
practical score of function points for the
students, the Dojo activity was performed,
where they jointly solved the proposed activity,
and in the course of it the doubts were taken
and the correction was performed.
5 THE LEARNING SCENARIOS
The learning scenarios represent the teaching
environments developed by the teachers, aiming at a
better way to teach a certain topic to their students
(Elgrably, 2018). The purpose of these scenarios is
to stimulate critical thinking and provide better
teaching for students. In relation to FPA teaching, it
is a technique that involves many processes and
requires the student to think and have a lot of
attention to carry out their analysis. Taking this into
account, we saw the need to use different types of
class for a better absorption of content by students.
All this in order to contribute to the students'
learning process and increase understanding about
the Research Question.
The adoption of the learning scenarios was one
of the approaches used to carry out the experiments
in two graduate classes. The main objective was to
extract quantitative and qualitative data to analyze if
the Gamification supports the teaching of FPA,
engaging, motivating and stimulating the learning of
the students, and thus to stipulate which factors of
Gamification stimulate more the competition, favor
the learning and contribute to the evolution of the
students in the FPA study.
The main game element is the competition
between the students, in which the knowledge about
the subject of FPA was ascertained. A spreadsheet
was compiled to compute the points that the students
obtained in each of the classes. In order for the
participants to perform better, pre-lesson preparation
was recommended, especially in the face of the LAB
and Dojo challenges.
Given the beginning of each class, the students
already knew the previous result and its due position
in the ranking of the Gamification. As the activities
were completed successfully, a certain score was
generated for them. The main focus of the game was
to accumulate as many points as possible so that at
the end of the experiment the points numbers
achieved were converted into a grade. In Table 2 it is
possible to identify the game elements that were
used in each class and the ways that students could
achieve those scores.
ICSOFT 2019 - 14th International Conference on Software Technologies
166
Table 2: Relationship between the Learning Scenarios and
the Gamification Elements and Points.
Learning
Scenario
Gamification
Elements
Points
Theoretical
Class
Points, Ranking,
Narrative, Superior
Meaning and Real-
time Control
Presence,
Participations,
Initiatives and
Suggestions
Dojo Class
Points, Ranking,
List of Challenges,
Learning Curve,
Step-by-Step
Tutorial, Group
Activity, Feedback,
Monitoring and
Real-Time Control
Presence,
Participations,
Initiatives and
Suggestions,
Participation in
the Dojo
LAB Class
Points, Ranking,
List of Challenges,
Learning Curve,
Monitoring and
Real-Time Control
Presence,
Participations,
Initiatives and
Suggestions,
Participation in
LAB,
Conclusion of
LAB and Mini
Game (LAB)
Evaluation
Activity
(Test)
Points, Ranking,
List of Challenges
and Monitoring
Grade of Test
and Presence
Feedback
Class
Points and
Ranking, Feedback,
Monitoring and
Real-Time Control
Presence and
Participation in
the Feedback
Class
Among the differences in the application of the
two experiments is the addition of one more
theoretical class day, so that in the first class the
narrative was always made about the importance of
the students in the experiment, and so they were
instructed on how the classroom would work and the
importance of their participation throughout the
experiment, as well as information on scores,
bonuses and penalties. It was also emphasized the
relevance of the presence of these students and their
effective participation, since faults and delays were
also criteria for the loss of points and the
participations would generate important scores for
them.
In the theoretical classes, the most relevant topics
on the FPA technique were presented. In these
classes the means to reach the scores basically was
to have a more active participation, making
suggestions, questions, generating discussions in the
room, suggestions of new topics to be treated,
changes and / or improvements that should be
implemented.
In the Dojo-related class the focus was on the
practice of counting the function points, where the
challenge was to perform the analysis of the
modules of login, register and change of data of an
academic management system of an university.
To start the challenge in the first experiment, it
was necessary to select 2 students from the class.
Already in the second the students themselves took
the initiative to take the initial step of the activity.
Initially they formed a duo, one pilot and the other
the co-pilot, and the others stayed in the audience
watching and discussing what was being done by the
pair and organized strategies to complete the
activity. Every five minutes a member of the class
replaced the co-pilot, and the student who was the
co-pilot assumed the role of pilot of the pair,
following that way until all of them participated and
finished the activity. An important characteristic of
this dynamic is that the participants in the class
could not dialog with the students who were
developing the activity at the moment, they only
elaborated strategies for the group and assisted the
next student who would participate in the activity.
The monitors were divided so that one was
responsible for assisting the class and checking if
they were on the right track, the other was
responsible for punctuating and recording on the
Gamification spreadsheet the scores obtained. The
fact that it was a practical activity, demanded the
intense participation, the effort and the commitment
of the participants.
The next practical activity was the LAB, this
evaluation being the one where the students were
instructed to form pairs to continue the dynamics,
which was constituted of three challenges, all
focused on the FPA theme. Each of these challenges
had a slightly higher level of difficulty than the
previous one, just as it does in general games. Below
is a description of them:
First challenge: it consisted of counting the
function points of a CV system that had a very
simple structure, only with external inputs and
logical files,
Second challenge: it had a slightly higher level,
where besides entries and logical file, it had
external queries and exits, besides the external
interface file;
Third challenge: it had the same characteristics
as the previous one, but the level of complexity
was much higher, where it was much more
complete, having more fields and
functionalities.
The Use of Game Elements and Scenarios for Teaching and Learning the Function Point Analysis Technique: A Experimental Study
167
The last evaluative activity was an objective test,
consisting of six questions, being: 3 addressing the
theoretical axis of the FPA subject; and 3 involving
practices similar to those worked on the dynamics of
the Dojo and the LAB. All these questions have
been adapted from public competition tests. This
activity had the same weight as the LAB in the final
mark of the Gamification, and through them it was
possible to evaluate the learning acquired by the
students from the methodology of applied teaching.
On the last day of class, it was time to collect
students' feedback on the scenario in which they
were submitted, their opinion on Gamification and
how the classes were taught, whether it was possible
to achieve the initially proposed goal, and also to
analyze whether Functional Point Analysis has
piqued a further interest that could generate
continuity in the studies after the experiments. In
this class the possibility of gaining points with
participations, suggestions and initiatives was much
greater than on other days, since in the end it was a
chat, in the format of brainstorming, where some
questions were asked to instigate and encourage the
class to participate as actively as possible.
6 THE EVALUATION OF THE
USE
As mentioned previously, two experiments were
applied in graduate classes, the first counted on the
presence of 15 participants, while the second
counted on 11 participants. Each experiment had a
feedback class, where the focus group technique was
used to analyze and evaluate the suggestions,
critiques and improvements on the learning
scenarios that were worked on. Regarding the
theoretical classes, the students stated that initially
they felt a little difficulty in understanding the
subject that was given, since none of them had
knowledge about software estimates, much less
about FPA. However, in the course of class and
practice, this difficulty has been remedied. Another
point cited by them was the need for another day of
class, with the purpose of elaborating some exercises
and debugging the theoretical axis of the subject.
The feedback related to the Dojo class was very
positive, this activity was highly praised, as it was
important for the good performance obtained in the
LAB, in which the doubts and questions related to
the practical score of the function points were taken,
besides the fact the dynamics involving the whole
class was very positive, because according to the
students there was enough knowledge exchange
between them.
LAB feedback involved both positive and
negative points. The use of doubles (matching) to
meet the challenges was a positive point regarding
the exchange of knowledge in each pair; the
proposed challenges were considered good and were
within what was worked in the room. The use of
FPA technique was also seen as positive in
dynamics. In relation to the negative points, the
main criticism was the lack of an adequate
environment for carrying out the activity, such as a
computer lab, for example, since there was no
availability of this place, as a result, students were
instructed to take their computers activities.
In general, the students considered the use of the
different learning scenarios and Gamification
elements to teach the topic of FPA, the dynamics of
the Dojo and LAB for Gamification very good in the
eyes of all, and the practical application of FPA was
also highly praised, and was where everyone could
realize the importance of this technique in the
context of software development. Many of the points
raised in these analyzes will serve as an
improvement to the evolution of the research.
7 CONCLUSION
The purpose of this research was to make use of the
Gamification elements and learning scenario in
order to support the teaching of software estimates,
with a focus on FPA.
The rationale for this teaching approach was
initially to review the literature, where the purpose
was to identify related works and research, and to
increase knowledge about the software estimation
technique of Function Point Analysis and the use of
Gamification as a tool for support.
Based on the theoretical basis made, this work
sought to contribute to teaching in the Software
Engineering area, presenting for this the game
elements and learning scenarios used in an
experiment involving the teaching of FPA. Finally,
this research was validated and analyzed in two
experiments in the classroom, which aimed to
stimulate and increase student learning, as well as to
serve as a reference for future studies that wish to
use this teaching process.
Due to the high comprehensiveness and
relevance of this work, it can be diffused in several
directions, because in addition to the obtained
results, this research also had as objective to open
ICSOFT 2019 - 14th International Conference on Software Technologies
168
spaces so that other studies can use this technique
applied to teaching in the computing area.
In relation to the future work, some possible
improvements can be implemented in the
experiment:
Adapt the Gamification in case any student has
any kind of communicative or physical
deficiency, and this is not excluded from the
activities;
Implement a tool using the concepts of
Gamification for the teaching of Function Point
Analysis;
Implement a way to get instant feedback from
the participants, and thus stimulate the student
more and more, so that he will see his
performance at the time he performs the
activities;
Develop local applications to be used in
activities, with the purpose of making the
function point count more correct and closer to
reality;
The main limitations of the experiment described
in this study were: the fact that the experiment was
applied at the same university where the research
was carried out; the fact that only two applications
of the experiment were performed; the execution of
the experiment faced some limitations related to the
availability of appropriate physical space, such as a
computer lab.
ACKNOWLEDGEMENTS
The authors would like to thank the Dean of
Research and Postgraduate Studies at the Federal
University of Pará (PROPESP/UFPA) for providing
financial support through the Qualified Publication
Support Program (PAPQ).
REFERENCES
Alves, F. P., Jaques, P., 2014. A Virtual Environment with
Customized Feedback to Support Programming
Disciplines. 3rd Brazilian Congress of Informatics in
Education (CBIE 2014).
Alves, L., Oliveira, S., Ribeiro, P., Machado. R., 2014. An
Empirical Study on the Estimation of Size and
Complexity of Software Applications with Function
Points Analysis. 14th International Conference on
Information Systemas & Technology Management.
Azevedo, V. A., 2012. Electronic Games and Education:
Building a Roadmap for Your Pedagogical Analysis.
Elgrably, I. S., 2018. The Use of Gamification Elements
for Teaching the Test Driven Development Technique.
Masters dissertation.
Falcão, A. P., Leite, M. D., Tenório, M. M., 2014. Support
tool for face-to-face teaching using gamification and
game design. III Brazilian Congress of Informatics in
Education (CBIE 2014).
Figueiredo, K. S., 2015. Proposed Gamification of
Disciplines in an Information Systems Course. XI
Brazilian Symposium on Information System, Goiânia,
GO.
Freitas, M., Fantinato, M., Sun, V., 2015. Improvements to
the Function Point Analysis Method: A Systematic
Literature Review. IEEE Transactions on Engineering
Management, vol. 62.
Freitas, S. A. A., Lima, T., Canedo, E. D., Costa, R. L.,
2016. Gamification and evaluation of student
engagement in a technical discipline of undergraduate
course. XXVII Brazilian Symposium on Informatics in
Education.
Gonçalves, L. L., Giacomazzo, G. F., Rodrigeus, F.,
Macaia, C. B. S., 2016. Gamification in Education: a
conceptual model to support planning in a pedagogical
proposal. V Brazilian Congress of Informatics in
Education (CBIE 2016).
Lopes, J. S., 2011. Practical Guide to Function Point
Analysis.
Luz, R. B., Adolfo, N., 2012. Using Dojos de
Programação for Teaching Development-Driven
Testing. XXIII Brazilian Symposium on Informatics in
Education (SBIE 2012).
Mcgonigal, J., 2011. Reality Is Broken:Why Games Make
Us Better and How They Can Change The World.
New York: The Penguin Press.
Monteiro, W. M., Oliveira, T. M., Martins, D. J. S., 2015.
Gamification in Education: Possibilities for teaching
programming. Revista Tecnologias na Educação
Ano 7 – número 13.
Pressman, R. S., 2011. Software Engineering: A
Professional Approach.7 ed. Porto Alegre: AMG.
Raposo, E. H. S., Dantas, V. F., 2016. The Serpent
Challenge - Using Gamification to motivate students
in an introductory programming discipline. XXVII
Brazilian Symposium on Informatics in Education.
Ribeiro, J. M., Figueiredo, K. S., Maciel, C., 2015. Game
in Class: Creating Gamified Disciplines. IV Brazilian
Congress of Informatics in Education (CBIE 2015).
Softex, 2016. MPS.BR: Improvement of the Brazilian
Software Process.
Vazquez, C., Simões, G., Albert, R., 2003.
Function Point
Analysis: Measuring, Estimating, and Managing
Software Projects. 1st. ed. Érica.
The Use of Game Elements and Scenarios for Teaching and Learning the Function Point Analysis Technique: A Experimental Study
169