Innovation and Creativity in Software Engineering Education

Innovation and Creativity in Software Engineering Education

Gloria Piedad Gasca-Hurtado, María Clara Gómez-Álvarez, Bell Manrique Losada
Copyright: © 2021 |Pages: 33
ISBN13: 9781799875529|ISBN10: 1799875520|ISBN13 Softcover: 9781799875536|EISBN13: 9781799875543
DOI: 10.4018/978-1-7998-7552-9.ch007
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MLA

Gasca-Hurtado, Gloria Piedad, et al. "Innovation and Creativity in Software Engineering Education." Latin American Women and Research Contributions to the IT Field, edited by Adriana Peña Pérez Negrón and Mirna Muñoz, IGI Global, 2021, pp. 141-173. https://doi.org/10.4018/978-1-7998-7552-9.ch007

APA

Gasca-Hurtado, G. P., Gómez-Álvarez, M. C., & Losada, B. M. (2021). Innovation and Creativity in Software Engineering Education. In A. Negrón & M. Muñoz (Eds.), Latin American Women and Research Contributions to the IT Field (pp. 141-173). IGI Global. https://doi.org/10.4018/978-1-7998-7552-9.ch007

Chicago

Gasca-Hurtado, Gloria Piedad, María Clara Gómez-Álvarez, and Bell Manrique Losada. "Innovation and Creativity in Software Engineering Education." In Latin American Women and Research Contributions to the IT Field, edited by Adriana Peña Pérez Negrón and Mirna Muñoz, 141-173. Hershey, PA: IGI Global, 2021. https://doi.org/10.4018/978-1-7998-7552-9.ch007

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Abstract

The last decade has increased the demand of software products in several economy sectors; therefore, the need to train people in software engineering is growing. Software engineering, as a discipline, requires developing in engineers technical and social/soft competencies. For all the above, we have been working on the incorporation of new strategies in software engineering education, seeking that students build up software products aligned with organizations business processes. The core of most of such educational strategies is the ‘game' constitutes a dynamic element that changes the ways of interaction and support in the learning processes. The authors present a set of approaches centered on innovation and creativity in which they have made significant contributions along the 10 last years, from the following work branches: 1) methodological, comprising methodologies, methods, techniques, and strategies; 2) application, presenting proposals oriented to games; and 3) support, including guidelines and instruments to evaluate and help in classroom practice.

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