Application of graph grammars in ANeducational software engineering game: A case study in pragmatic adoption

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Details

Original languageEnglish
Pages (from-to)401-429
Number of pages29
JournalInternational Journal of Software Engineering and Knowledge Engineering
Volume7
Issue number4
Publication statusPublished - Dec 1997
Externally publishedYes

Abstract

This paper introduces an approach to modeling software project dynamics using an attributed graph grammar formalism. A project situation is modeled and presented to a "player" who is supposed to act as project manager of a simulated project. Events and internal processes of the simulated project are modeled using a custom-designed formalism that integrates attributed graph grammar concepts with a quantitative simulation mechanism resembling System Dynamics. Both ingredients were pragmatically selected and blended based on (1) their comparative simplicity, (2) their expressive power, and (3) their intuitive appeal for bridging the cognitive gap between real-world software engineering experiences and an executable simulation model. This modeling formalism was applied in the SESAM educational software engineering game. The modeling formalism was supported by a family of graphical SESAM editors. Resulting models could be animated and served as simulated projects in the game runs. SESAM was applied in graduate courses on software project management at the University of Stuttgart. Experiences with the modeling approach are reported. The design history and design rationale that led to using graph grammars as the underlying formalism are described and discussed. The design of the SESAM modeling formalism is presented as an (involuntary) case study in adopting a graph grammar approach.

Keywords

    Educational game, Graph grammar application, Simulation, Software project management

ASJC Scopus subject areas

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