Juan Manuel Carrillo-de-Gea
Biographic Data
| ID | 9258600 |
|---|---|
| NAME | Juan Manuel Carrillo-de-Gea |
| GIVEN NAMES | Juan Manuel |
| FAMILY NAME | Carrillo-de-Gea |
| SIGNATURE | CARRILLO-DE-GEA J M |
| VERIFIED | No |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 0 |
Evaluating a gamification proposal for learning usability heuristics
This paper presents the results of an educational experiment conducted to determine whether an automated, card-based gamification strategy has an impact on the learning of Jakob Nielsen's 10 heuristic usability rules. The participants in the experiment were 55 students enrolled on a human-computer interaction course. According to the results of the experiment and the hypothesis tests performed to compare both traditional and gamified approaches, …
Effects of Using Requirements Catalogs on Effectiveness and Productivity of Requirements Specification in a Software Project Management Course
This paper presents the results of two educational experiments carried out to determine whether the process of specifying requirements (catalog-based reuse as opposed to conventional specification) has an impact on effectiveness and productivity in co-located and distributed software development environments. The participants in the experiments were 76 students enrolled in three courses on project management for software development at the Univer…
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Effects of Using Requirements Catalogs on Effectiveness and Productivity of Requirements Specification in a Software Project Management Course
This paper presents the results of two educational experiments carried out to determine whether the process of specifying requirements (catalog-based reuse as opposed to conventional specification) has an impact on effectiveness and productivity in co-located and distributed software development environments. The participants in the experiments were 76 students enrolled in three courses on project management for software development at the Univer…
Evaluating a gamification proposal for learning usability heuristics
This paper presents the results of an educational experiment conducted to determine whether an automated, card-based gamification strategy has an impact on the learning of Jakob Nielsen's 10 heuristic usability rules. The participants in the experiment were 55 students enrolled on a human-computer interaction course. According to the results of the experiment and the hypothesis tests performed to compare both traditional and gamified approaches, …
Computer Science (2 works) · Artificial Intelligence (1 work) · Educational Games and Gamification (1 work) · Engineering (1 work) · Engineering management (1 work) · Heuristic (1 work) · Heuristic evaluation (1 work) · Heuristics (1 work) · Human–computer interaction (1 work) · Mathematics education (1 work)