Details
Original language | English |
---|---|
Pages (from-to) | 401-429 |
Number of pages | 29 |
Journal | International Journal of Software Engineering and Knowledge Engineering |
Volume | 7 |
Issue number | 4 |
Publication status | Published - Dec 1997 |
Externally published | Yes |
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
- Computer Science(all)
- Software
- Computer Science(all)
- Computer Networks and Communications
- Computer Science(all)
- Computer Graphics and Computer-Aided Design
- Computer Science(all)
- Artificial Intelligence
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In: International Journal of Software Engineering and Knowledge Engineering, Vol. 7, No. 4, 12.1997, p. 401-429.
Research output: Contribution to journal › Article › Research › peer review
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TY - JOUR
T1 - Application of graph grammars in ANeducational software engineering game
T2 - A case study in pragmatic adoption
AU - Schneider, Kurt
PY - 1997/12
Y1 - 1997/12
N2 - 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.
AB - 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.
KW - Educational game
KW - Graph grammar application
KW - Simulation
KW - Software project management
UR - http://www.scopus.com/inward/record.url?scp=8644283768&partnerID=8YFLogxK
U2 - 10.1142/s0218194097000242
DO - 10.1142/s0218194097000242
M3 - Article
AN - SCOPUS:8644283768
VL - 7
SP - 401
EP - 429
JO - International Journal of Software Engineering and Knowledge Engineering
JF - International Journal of Software Engineering and Knowledge Engineering
SN - 0218-1940
IS - 4
ER -