{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,10]],"date-time":"2026-03-10T14:51:32Z","timestamp":1773154292976,"version":"3.50.1"},"reference-count":46,"publisher":"MDPI AG","issue":"3","license":[{"start":{"date-parts":[[2020,3,12]],"date-time":"2020-03-12T00:00:00Z","timestamp":1583971200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Information"],"abstract":"<jats:p>Teaching software engineering in its many different forms using traditional teaching methods is difficult. Serious games can help overcome these challenges because they allow real situations to be simulated. However, the development of serious games is not easy and, although there are good practices for relating game design patterns to teaching techniques, there is no methodology to support its use in a specific context such as software engineering. This article presents a case study to validate a methodology that links the Learning and Teaching Functions (LTF) to the Game Design Patterns (PIB) in the context of Software Engineering Education. A serious game was developed from scratch using this methodology to teach software estimation (a specific topic of software engineering). An experiment was carried out to validate the effectiveness of the game by comparing the results of two different groups of students. The results indicate that the methodology can help to develop effective educational games on specific learning topics.<\/jats:p>","DOI":"10.3390\/info11030153","type":"journal-article","created":{"date-parts":[[2020,3,12]],"date-time":"2020-03-12T12:22:51Z","timestamp":1584015771000},"page":"153","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":20,"title":["Teaching Software Engineering Topics Through Pedagogical Game Design Patterns: An Empirical Study"],"prefix":"10.3390","volume":"11","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-8258-0226","authenticated-orcid":false,"given":"Nuno","family":"Flores","sequence":"first","affiliation":[{"name":"Faculty of Engineering, University of Porto, 4200-465 Porto, Portugal"},{"name":"INESC-TEC, 4200-465 Porto, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-3431-8060","authenticated-orcid":false,"given":"Ana C. R.","family":"Paiva","sequence":"additional","affiliation":[{"name":"Faculty of Engineering, University of Porto, 4200-465 Porto, Portugal"},{"name":"INESC-TEC, 4200-465 Porto, Portugal"}]},{"given":"Nuno","family":"Cruz","sequence":"additional","affiliation":[{"name":"Faculty of Engineering, University of Porto, 4200-465 Porto, Portugal"}]}],"member":"1968","published-online":{"date-parts":[[2020,3,12]]},"reference":[{"key":"ref_1","unstructured":"Sommerville, I. (2015). Software Engineering, Pearson. [10th ed.]."},{"key":"ref_2","unstructured":"Society, I.C., Bourque, P., and Fairley, R.E. (2014). Guide to the Software Engineering Body of Knowledge (SWEBOK(R)): Version 3.0, IEEE Computer Society Press. 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