ABSTRACT

The industry, as well as curriculum guidelines, demand strong competencies in the field of Software Engineering (SE) methods. This field is, unfortunately, less intuitive accessible. Observations show that the holistic perspective on SE endeavors gets regularly lost by students in course projects. The research described in this chapter aims at a digital game-based learning (DGBL) approach that empowers SE students with highly transferable competencies-knowledge, skill, and attitudes—to approach their course or capstone projects with a structured, disciplined, and goal-oriented approach right from the start. Results of extensive literature research covering learning theories and game-based learning in SE education guided the development of two learning games, the Essence Kernel Puzzler and the Essence Simulation Game, that utilize the generalist SEMAT Essence Kernel approach. These games are complemented by the Essence Navigator, a supporting tool, connecting game experiences and real-world course project work of students. This chapter describes the utility of the Essence approach as well as the rationale to develop an intrinsic and reflective game, tightly linked to this approach and addressing higher competency levels. By providing a social constructivist environment considering guided instruction, the games strive for learning experiences that support the development of the desired competencies. The evaluation of a case study conducted with students indicates the utility of the developed approach and provides suggestions for further research.