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Juan Manuel Carrillo-de-Gea

Biographic Data

ID9258600
NAMEJuan Manuel Carrillo-de-Gea
GIVEN NAMESJuan Manuel
FAMILY NAMECarrillo-de-Gea
SIGNATURECARRILLO-DE-GEA J M
VERIFIEDNo
TOTAL WORKS2
TOTAL CITATIONS0
WORKS AS AUTHOR2
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2016
LATEST PUBLICATION YEAR2022
H-INDEX0
  • Evaluating a gamification proposal for learning usability heuristics

    Open Access•Raimel Sobrino‐Duque, Raimel Sobrino-Duque et al.•ARTICLE•International Journal of…•2022

    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

    Open Access•José Luis Fernández‐Alemán, Juan Manuel Carrillo de Gea et al.•ARTICLE•IEEE Transactions on Education•2016

    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…

No prominent works on this page.

  • Effects of Using Requirements Catalogs on Effectiveness and Productivity of Requirements Specification in a Software Project Management Course

    Open Access•José Luis Fernández‐Alemán, Juan Manuel Carrillo de Gea et al.•ARTICLE•IEEE Transactions on Education•2016

    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

    Open Access•Raimel Sobrino‐Duque, Raimel Sobrino-Duque et al.•ARTICLE•International Journal of…•2022

    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)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae