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Software testing is seen as one of the main quality measurements of software. But test practices and techniques are still seldom applied by software development companies. The developed educational game aims to allow the students to practice through experimenting concepts, techniques and practices of software testing in a simulated environment.
Software testing is seen as one of the main quality measurements of software. But test practices and techniques are still seldom applied by software development companies. The developed educational game aims to allow the students to practice through experimenting concepts, techniques and practices of software testing in a simulated environment.
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Software testing is seen as one of the main quality measurements of software. But test practices and techniques are still seldom applied by software development companies. The developed educational game aims to allow the students to practice through experimenting concepts, techniques and practices of software testing in a simulated environment.
Copyright:
Attribution Non-Commercial (BY-NC)
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Als PDF, TXT herunterladen oder online auf Scribd lesen
EDUCATIONAL GAME Marcello Thiry, Alessandra Zoucas and Antnio C. da Silva Master`s degree course in Applied Computing Universidade do Vale do Itajai - UNIVALI Florianopolis, Brazil thiry, azoucas, antonio.carlos}univali.br
Abstract Although software testing is seen as one of the main quality measurements of software, test practices and techniques are still seldom applied by software development companies. One possible reason to this scenario is the lack of skilled and available professionals to implements such techniques and practices. The teaching of software testing is typically approached as a topic of Software Engineering lectures. In this context, one of the main challenges is to allow the student to apply the concepts seen in classroom. The developed educational game aims to allow the students to practice through experimenting concepts, techniques and practices of software testing in a simulated environment. To evaluate the game contribution, we present the results of two experiments performed with undergraduate students. In the first experiment the learning effectiveness was compared to students who did not play the game. In the second experiment, the learning effectiveness was compared to a traditional pencil- and-paper exercise.
Keywords: Software testing; educational game; learning; Experimental Software Engineering. I. INTRODUCTION The quality control and assurance in soItware projects consist in activities and techniques that, when systematically applied, permit to assess the chances oI success oI a soItware project concerning the IulIillment oI the expectations oI internal and external clients |1|. Models as CMMI |2| include concepts and practices to increase capacity and maturity oI an enterprise`s processes |3|. Lined up with the models and standards oI process, SoItware Engineering (SE) gathers activities and techniques that excel by anticipating, in a systematic, organized and controlled way, the identiIication oI nonconIormities in soItware. These activities and techniques are called VeriIication and Validation (V&V). Although soItware testing is present in the developing process, researches show that its techniques and practices are not totally employed by the soItware development organizations |4| |5|. In the research perIormed in |4| it was evidenced that, even though the organizations admit they apply soItware tests, almost halI (48,5) oI soItware testing practices are regarded as not applied and not important. Among the practices regarded as not applied and not important are all those related to measurement and analysis, including test coverage |6|. Considering these results, we can conclude there are a great amount oI practices regarded as not important and not applied, regardless how big the companies are |4|. The reasons Ior that include the lack oI knowledge about the practices, lack oI skilled and available human resources to its implement, lack oI support oI high level managers, lack oI approaches, among others. The results obtained in |4| conIirm the results oI another study perIormed in 2004 that assessed soItware testing in soItware development enterprises |6|. It was observed a great distance between what is produced in the academic environment and what is put into practice by soItware enterprises. The results allow veriIying how immature the assessed enterprises are, concerning soItware testing. One oI the challenges oI teaching SE is the necessity to assure that the student acquires enough experience in applying the concepts through laboratory practices |7|. As an alternative to the practical approach in SoItware Engineering, an experiment perIormed with Computer Science undergraduate students explored the possibility oI having the students working on a real soItware project |8|. BeIore the experiment application, it was veriIied that the SE students Irom the third semester had little capacity to remember concepts already approached and the possible cause was the little practice the students had. The experiment main goal was the application oI concepts and techniques oI SoItware Engineering |8|. The result identiIied greater motivation and interest Irom the participants in the SE subject. Other approach to the practice in SE teaching reIers to the application oI educational games |9||10||11||12|. However, it is possible to veriIy a small number oI experiments perIormed to veriIy the games learning eIIectiveness |9||10||11||12|. In this context, this paper intends to promote learning soItware testing techniques and practices through an educational. The next section presents researches related to this work. Section III presents the developed game 'U-TEST. The details oI the game learning eIIectiveness assessment are presented in section IV. Section V presents a discussion on the results and the conclusions oI this paper. II. RELATED WORK The analysis oI similar solutions, besides the deIinition oI the assessment criteria was based in a search using diIIerent inIormation sources: Google Scholar, CiteSeer, IEEExplorer and ACM Digital Library. At Iirst, speciIic games to support SoItware Engineering teaching were sought, using a protocol containing terms such as: software testing game learning, software testing game based learning, software testing teaching approach, among others. As a result, it was observed the absence oI games in soItware testing. ThereIore, games to support SoItware Engineering teaching in general were chosen. In this new search, seven games were Iound: (1) SimSE |9|, (2) SERPG |10|, (3) TIM - The Incredible Machine |13|, (4) Planager |14|, (5) SESAM |11|, (6) X-MED |12| e (7) SimulES |15|. The games were analyzed under seven criteria: (1) It has the deIinition oI educational goals; (2) Game genre: action, adventure, puzzle, simulation, strategy, etc.; (3) It gives a Ieedback to the students about their perIormance; (4) The game is available Ior Iree use; (5) There is game learning eIIectiveness assessment; (6) Game platIorm: non digital, web, desktop, etc. ; and (7) Field oI knowledge on SE. Characterization oI the works assessed uses the Iollowing description: (T) Totally present; (P) Partially present and (N) Not present. Table I presents criteria and assessment results. TABLE I. ASSESSED GAMES RESULT SimSE SE RPG TIM Plana ger SESA M X- MED Simul ES 1 1 1 1 2 Slmula Llon Slmul. 8C Slmula Llon Slmula Llon Slmul AdvenL Slmula Llon Slmula Llon 3 1 1 1 1 1 1 4 1 1 1 1 1 1 1 3 1 1 1 n 1 1 6 desk Lop web desk Lop desk Lop desk Lop desk Lop noL dlglLal 7 ro[ecL MgmL ro[ecL MgmL ro[ecL MgmL ro[ecL MgmL ro[ecL MgmL SofLw. measu rem. SofLw. pro cess
There is a concern in most studies according to the importance oI experiments to the game learning eIIectiveness assessment, although they was not applied to all assessed games. Based on the results, little can be concluded about the game learning eIIectiveness and it continues to be a topic to be explored in Iuture studies |10|. It was also observed that most oI the games Iocus on project management or general SoItware Engineering. Thus, speciIic games in soItware testing may increase the didactic content and oIIer a complement to traditional capacitating. III. THE EDUCATIONAL GAME 'U-TEST This section presents the educational game 'U-TEST developed to assist soItware testing teaching. The game has an instructional design based on ADDIE model |16| and it was designed to support SoItware Engineering students. It is expected the students have basic concepts oI programming, SoItware Engineering and soItware testing. The educational goals were based on the Bloom`s revised taxonomy |17| and comprehend the Remember, Understand and Apply levels. The game goals are: (1) Recognize and Understand the main concepts oI soItware testing in a general way and (2) Understand and apply the techniques oI data entry selection, equivalence class partitioning and boundary-value analysis. 'U-TEST is a simulation game to support soItware testing with Iocus on unit tests and black box techniques, approaching theoretical and practical questions. The game is based on a case where the player is seen as a candidate to a position in a soItware company. AIter an interview the player must solve challenges to prepare unit test cases. The game presents brieI comments about the company and the project the player will take part. Next, the player must build the test cases to the presented Iunctions. As a result oI their perIormance, the player is inIormed about his position on the players` ranking. The challenges proposed by the game Iocus mainly on the data entry selection, using a combination oI equivalence classes partition and limit value analysis. It allows the player to identiIy the necessity oI application oI test techniques and practices. Figure 2 presents the screen oI the Iirst challenge oI the game.
Figure 2- Screen oI the "U-TEST" game. During the game, the player will undergo ten stages, and in six oI them there are the Iollowing challenges: 1) Presentation oI the artiIact; 2) Setup the equivalence classes; 3) DeIine limit values Ior the identiIied classes; 4) Select the correspondent value to the identiIied value; 5) Setup a cause-eIIect graph or decision tree; and 6) Project Iinal Ieedback. The Ieedback is provided by a graphic indicator placed on the interIace and at the end oI each challenge. The player is inIormed about their perIormance and its indicator is updated. At the end oI the game, the player is inIormed about their general perIormance and position on the players` ranking. IV. LEARNING ASSESSMENT A. The Empirical Studv During this study, two research questions were deIined: 1) Is the learning eIIect on the remembering, understanding and applying level in the group oI students that played the game higher than in the group that didn`t play?; 2) Is the educational game considered appropriate in terms oI content relevancy, correctness, suIIiciency and degree oI diIIiculty, sequence, teaching method and duration in the context Ior which it is intended? Is the game considered engaging? Based on the Iirst research question, it was established the Iollowing hypotheses: H 0 : There is no signiIicant diIIerence in relative learning eIIectiveness between group A (experimental group) and group B (control group). H 1 : There is signiIicant diIIerence in relative learning eIIectiveness between group A and group B. These hypotheses were assessed Irom a statistical test whereas the second research question was assessed Irom the qualitative assessment based on the questionnaire answered by students. Two experiments were perIormed, the Iirst one involving Computer Science undergraduate students and the second one involving InIormation Technology undergraduate students. Each experiment was based on the proposal deIined by Kochanski |18|: 1) the assessment was designed considering all the contents IulIilled in the game; 2) the students signed a term showing interest in taking part on the experiment; 3) the students Iilled a questionnaire about their experience and previous knowledge to establish each student and group backgrounds; 4) all students attended theoretical lectures about soItware testing beIore playing the game; 5) all students perIormed a pretest measuring their knowledge aIter the lectures; 6) the students were randomly partitioned into two groups in a balanced manner, one experimental group (A) and other control group (B); 7) in the Iirst experiment, the group A played the game and the group B played another game with no relation to SoItware Testing (this game was considered a placebo). In the second experiment, the group B took part in a traditional pencil-and- paper exercise with problems to solve on the same content explored in the game; 8) all students perIormed a posttest measuring again their knowledge aIter the previous step; 9) using the data collected Irom pre and posttest, hypothesis tests were conducted to veriIy any improvement on student`s perIormance aIter playing the game; 10) all students in the group A answered questions related to their perception oI the game (this questionnaire served as a base to a qualitative assessment oI the game). The pre and posttest questions (steps 5 and 8) were developed based on the Bloom`s revised taxonomy |17| and comprehend the Remember, Understand and Apply levels. B. Hvpothesis Testing and Data Analvsis In this series oI experiments, our principal concern Ior accuracy and to overcome problems with statistical power is due to the very small sample size. For such small data sets, it is basically impossible to tell, iI the data come Irom a variable that is normally distributed |19|, as with small sample sizes (n 20), tests oI normality may be misleading. UnIortunately, with small samples, parametric tests lack statistical power and it may be almost impossible to generate a p-value oI 0.05, whatever the diIIerences between the groups oI sample data. But, on the other side, nonparametric tests are not robust. However, inspecting the data distribution we could not assume a normal distribution oI the variables. ThereIore, we used non-parametric test (one-tailed Mann- Whitney U) as it is considered the most powerIul nonparametric alternative to the t-test Ior independent samples. Due to the small samples size (n20), we also did not use a z-value to approximate the signiIicance level Ior the test, but compared the minimum U to tabellized U values |19|. The Iirst experiment was perIormed with ten Computer Science undergraduate students. They are independently and randomly sorted into two groups, the Iirst oI size n A 5 (experimental group) and the second oI size n B 5 (control group). The students oI the group A played the game 'U- TEST, while those oI the group B played another game with no relation to SoItware Testing (this game was considered a placebo). Both groups perIormed a pretest (beIore the treatment) and a posttest (aIter the treatment). Each test has 20 questions distributed according to the Remember, Understand and Apply levels (Bloom's revised taxonomy). The Iirst step was to assembly the measures (each measure represents the diIIerence between the student pretest and posttest scores) Irom groups A and B into a single set oI size N n A n B 10. These measures were then rank- ordered Irom lowest (#1) to highest (#N). When measure entries are tied Ior ranks, each measure receives the average oI those ranks. AIter they have been sorted out, the rankings are then returned to the group, A or B, which they belong and substituted Ior the original measures that gave rise to them. The next step was to calculate w A (the sum oI the n A
ranks in group A) e w B (the sum oI the n B ranks in group B). In this experiment, w A 40 e w B 15. Using the Mann- Whitney U Iormula, we calculated U A w A n A (n A 1)/2 40 5*(51)/2 25 e U B w B n B (n B 1)/2 15 5*(51)/2 0. Considering the smaller value oI U, we obtained U obt 0. Then, we consulted the critical value U crit
2 Ior the Mann-Whitney Test (U) considering n A 5 and n B
5 with the level oI signiIicance 0.05. According to the Mann- Whitney Test, once U obt U crit (0 2) is true, we could reject H 0 . The second experiment was perIormed with ten InIormation Technology undergraduate students. They are also independently and randomly sorted into two groups, the Iirst oI size n A 6 (experimental group) and the second oI size n B 7 (control group). The students oI the group A played the game 'U-TEST, while those oI the group B took part in a traditional pencil-and-paper exercise with problems to solve on the same content explored in the game. Both pretest a posttest were the same oI the Iirst experiment. In this case, we have N n A n B 13. AIter Iollowing the same procedure described Ior the Iirst experiment, we calculate w A 44 e w B 47. We also obtained U A 23 e U B
19. Considering the same level oI signiIicance 0.05, we have U crit 7. Once U obt U crit (19 7) is Ialse, we could not reject H 0 . To assess the second research question, we applied a perception questionnaire with students oI the experimental groups. In both experiments, students answered they liked the game and Ielt motivated, besides they thought the game contributes to learning. Based on these results, we veriIy that the game, besides promoting a signiIicant improvement at the students` scores in the Iirst experiment, was positively evaluated by them. In the second experiment, although it was not possible to conIirm higher learning eIIectiveness in relation to a traditional pencil-and-paper exercise, the game was also considered more motivating that the exercise. It may be an indication that, even when educational games are not superior to the traditional exercises, the students` motivation may be a decisive Iactor to long term learning. A question to be assessed in the Iuture is: iI the students who played the game had a greater capacity to keep the knowledge than the ones who only did the exercise. V. CONCLUSION The experiments were conducted in a systematic and documented way, establishing a Iormalized assessment that can be repeated countless times. This repetition allows the comparison with previous assessments, oIIering better conditions to analyze historical results and identiIy positive/ negative learning tendencies. Although the number oI experiments is still reduced, as well as the number oI participants, the positive results (eIIects with statistical validity) are a stimulus to the continuation oI this research. The results also helped to identiIy strong and weak points oI the game and it will guide its development in the Iuture. Based on the Ieedback obtained, the game is already been improved, mainly to increase its diIIiculty levels and variability oI directions. Moreover, we intend to increase the number oI soItware testing topics considered by the game. An initial concern was the comparison oI the game with a traditional pencil-and-paper exercise, once the game is still very direct and based on problems solution. However, according to the Ieedback received Irom the qualitative questionnaires, we veriIy that the game is a motivational diIIerential, increasing interest and raising greater curiosity on knowledge. As a continuation oI this study, researchers have been developing and experiment educational games in other areas oI SoItware Engineering. Currently, games on Project Management, Requirements Engineering and SoItware Improvement Process are being studied. The results obtained so Iar, even under the statistic rigor, cannot be generalized. Among the main threatens to the assessment, it must be considered that the experiments were perIormed inside two institutions only, where teachers are part oI the research group. This way, it is necessary to widen the set oI experiments and number oI students so that it will be possible to assess learning tendencies with more accuracy. Other threaten was the inequality on the students knowledge and experience in SoItware Testing students. However, it was treated with a previous evaluation oI the proIile questionnaire answered by the students beIore the experiments. In this case, no student who could have been a threat to the obtained results was Iound. REFERENCES
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