TY - GEN
T1 - Educational software engineering
T2 - 2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change, GAS 2013
AU - Xie, Tao
AU - Tillmann, Nikolai
AU - De Halleux, Jonathan
PY - 2013
Y1 - 2013
N2 - We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, going beyond educational tasks for software engineering. In this subfield, gaming technologies often play an important role together with software engineering technologies. We expect that researchers in educational software engineering would be among key players in the education domain and in the coming age of Massive Open Online Courses (MOOCs). Educational software engineering can and will contribute significant solutions to address various critical challenges in education especially MOOCs such as automatic grading, intelligent tutoring, problem generation, and plagiarism detection. In this position paper, we define educational software engineering and illustrate Pex for Fun (in short as Pex4Fun), one of our recent examples on leveraging software engineering and gaming technologies to address educational tasks on teaching and learning programming and software engineering skills.
AB - We define and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics) for general educational tasks, going beyond educational tasks for software engineering. In this subfield, gaming technologies often play an important role together with software engineering technologies. We expect that researchers in educational software engineering would be among key players in the education domain and in the coming age of Massive Open Online Courses (MOOCs). Educational software engineering can and will contribute significant solutions to address various critical challenges in education especially MOOCs such as automatic grading, intelligent tutoring, problem generation, and plagiarism detection. In this position paper, we define educational software engineering and illustrate Pex for Fun (in short as Pex4Fun), one of our recent examples on leveraging software engineering and gaming technologies to address educational tasks on teaching and learning programming and software engineering skills.
UR - http://www.scopus.com/inward/record.url?scp=84890051928&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84890051928&partnerID=8YFLogxK
U2 - 10.1109/GAS.2013.6632588
DO - 10.1109/GAS.2013.6632588
M3 - Conference contribution
AN - SCOPUS:84890051928
SN - 9781467362634
T3 - 2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change, GAS 2013 - Proceedings
SP - 36
EP - 39
BT - 2013 3rd International Workshop on Games and Software Engineering
Y2 - 18 May 2013 through 18 May 2013
ER -