TY - JOUR
T1 - DEAR
T2 - DEtecting Ambiguous Requirements as a Way to Develop Skills in Requirement Specifications
AU - Parrales-Bravo, Franklin
AU - Gómez-Rodríguez, Víctor
AU - Chiquito-Vera, Luis
AU - Rendón-Quijije, Iván
AU - Caicedo-Quiroz, Rosangela
AU - Tolozano-Benites, Elena
AU - Vasquez-Cevallos, Leonel
AU - Cevallos-Torres, Lorenzo
N1 - Publisher Copyright:
© 2024 by the authors.
PY - 2024/8
Y1 - 2024/8
N2 - To improve requirement specification skills, it is vital to detect ambiguous requirements in order to correct them later. Thus, to help software engineering students improve their capacity to identify ambiguous user requirements (requirements that do not use technical words) while providing them with a valuable and engaging educational experience, the current study proposes a serious game called DEAR. It consists of a didactic exercise in which participants must move different requirements left or right to indicate whether they are ambiguous or unambiguous. To assess the improvement in students’ abilities in requirement specification and perceptions about the training class when using the DEAR game, we conducted an experiment with 62 participants, splitting them into two groups: one that used the DEAR game and the other that underwent a conventional training session. It was found that, during the training sessions, both groups became more adept at identifying unambiguous user requirements, but there was no discernible difference in performance between them. However, the game group expressed a stronger preference for the training session’s engagement and quality, as well as a stronger sense of having learned how to clearly define user requirements. Overall, the experiment shows that the suggested serious game DEAR may be a helpful teaching tool that yields learning outcomes comparable to those of a chalkboard class while encouraging students to identify unambiguous user requirements in an interactive manner.
AB - To improve requirement specification skills, it is vital to detect ambiguous requirements in order to correct them later. Thus, to help software engineering students improve their capacity to identify ambiguous user requirements (requirements that do not use technical words) while providing them with a valuable and engaging educational experience, the current study proposes a serious game called DEAR. It consists of a didactic exercise in which participants must move different requirements left or right to indicate whether they are ambiguous or unambiguous. To assess the improvement in students’ abilities in requirement specification and perceptions about the training class when using the DEAR game, we conducted an experiment with 62 participants, splitting them into two groups: one that used the DEAR game and the other that underwent a conventional training session. It was found that, during the training sessions, both groups became more adept at identifying unambiguous user requirements, but there was no discernible difference in performance between them. However, the game group expressed a stronger preference for the training session’s engagement and quality, as well as a stronger sense of having learned how to clearly define user requirements. Overall, the experiment shows that the suggested serious game DEAR may be a helpful teaching tool that yields learning outcomes comparable to those of a chalkboard class while encouraging students to identify unambiguous user requirements in an interactive manner.
KW - ambiguity
KW - natural-language requirements
KW - requirements engineering education
KW - serious game
KW - user requirement
UR - https://www.scopus.com/pages/publications/85200726405
U2 - 10.3390/electronics13153079
DO - 10.3390/electronics13153079
M3 - Artículo
AN - SCOPUS:85200726405
SN - 2079-9292
VL - 13
JO - Electronics (Switzerland)
JF - Electronics (Switzerland)
IS - 15
M1 - 3079
ER -