Education 4.0 is a new educational paradigm that intends to address the needs and potentialities of the fourth industrial revolution. Education 4.0 builds on the concept of learning by doing, in which students are encouraged to learn and discover different things in singular ways based on experimentation. This study intends to analyze the role of emerging technologies like serious games and industry 4.0 in the transformation of education 4.0 in higher education. A qualitative methodology was employed based on 25 case studies of innovative projects in Portuguese higher education institutions. The results indicate a residual adoption of serious games and gamification approaches only appear in less than 20% of the projects. It was also possible to identify that most projects involve several stakeholders such as teachers, students and university managers, and typically involve multidisciplinary competencies fields. The main benefits brought to the education context include greater involvement of students in projects, development of their skills and its application in a real context. On the other hand, the main challenges are the simplification of the real world made by these applications, the difficulties inherent to their inclusion in the didactical system and the limited capacities to offer greater interactivity without predefined external stimuli.
The combined adoption of Agile and DevOps enables organizations to cope with the increasing complexity of managing customer requirements and requests. It fosters the emergence of a more collaborative and Agile framework to replace the waterfall models applied to software development flow and the separation of development teams from operations. This study aims to explore the benefits of the combined adoption of both models. A qualitative methodology is adopted by including twelve case studies from international software engineering companies. Thematic analysis is employed in identifying the benefits of the combined adoption of both paradigms. The findings reveal the existence of twelve benefits, highlighting the automation of processes, improved communication between teams, and reduction in time to market through process integration and shorter software delivery cycles. Although they address different goals and challenges, the Agile and DevOps paradigms when properly combined and aligned can offer relevant benefits to organizations. The novelty of this study lies in the systematization of the benefits of the combined adoption of Agile and DevOps considering multiple perspectives of the software engineering business environment.
1 April 2021 in International Journal of Information Technology Project Management
Several companies in the information technology field are progressively adopting Agile methodologies. This change necessarily transforms the management paradigm and poses new challenges to the leadership process. In this sense, this study seeks to explore the challenges perceived by leaders and perceive the competencies they should have to manage projects and teams in an Agile environment. The study used a survey to obtain data from 387 professionals in the information technology sector. The findings reveal the most important skills include the ability to have people skills, team management competencies, provide feedback on employee performance, and have problem-solving skills. Additionally, this study reveals people's management dimension is key to increasing productivity in Agile environments, and furthermore, respondents' years of experience proved to be discriminating in perceiving the importance of these skills. The outcomes of this study are relevant for companies that are migrating to the agile paradigm and are facing challenges in managing the leadership of these projects. Request access from your librarian to read this article's full text.
1 January 2019 in International Journal of Service Science, Management, Engineering, and Technology
This study investigates the main motivations, difficulties and good practices in the migration process of software development models from Waterfall to Agile experienced by IT Portuguese companies. For that, we adopted a quantitative methodology based on multiple case studies that allowed us to explore five research questions. In a first step, we propose to identify the main reasons that motivate the companies to adopt Agile development processes and we intend to characterize this migration process. We also explore a set of good practices that can be followed in this migration process and we suggest a set of measures that can be used to assess the success of projects in an Agile environment. Finally, we explore the organizational and management impacts with the introduction of Agile processes.
With the evolution of technology and all the associated paradigms, the business reality had the need to adapt and incorporate all this evolution. Gamification strategies in social networks are used to optimize the use and involvement of users. Thus, in a business context, these strategies are used to increase user engagement in the company/brand's social networks with the aim of increasing and strengthening trust. This chapter's main objectives are to understand if internet users and social media users know the term gamification and if the associated strategies are perceptible in the social media context. Therefore, to better analyze the users' behavior regarding these strategies and their knowledge about gamification, an online survey was developed and applied. After the survey, it was possible to conclude that 16.3% of the respondents already knew the term gamification. Through the survey it was also possible to conclude that most respondents had already been in contact with gamification strategies, even if 90.6% did not adhere to them frequently.