Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


Peer Reviewed Journal via three different mandatory reviewing processes, since 2006, and, from September 2020, a fourth mandatory peer-editing has been added.

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Published by
The International Institute of Informatics and Cybernetics


Re-Published in
Academia.edu
(A Community of about 40.000.000 Academics)


Honorary Editorial Advisory Board's Chair
William Lesso (1931-2015)

Editor-in-Chief
Nagib C. Callaos


Sponsored by
The International Institute of
Informatics and Systemics

www.iiis.org
 

Editorial Advisory Board

Quality Assurance

Editors

Journal's Reviewers
Call for Special Articles
 

Description and Aims

Submission of Articles

Areas and Subareas

Information to Contributors

Editorial Peer Review Methodology

Integrating Reviewing Processes


Education 5.0: Using the Design Thinking Process – An Interdisciplinary View
Birgit Oberer, Alptekin Erkollar
(pages: 1-17)

Impact of Artificial Intelligence on Smart Cities
Mohammad Ilyas
(pages: 18-39)

A Multi-Disciplinary Cybernetic Approach to Pedagogic Excellence
Russell Jay Hendel
(pages: 40-63)

Data Management Sharing Plan: Fostering Effective Trans-Disciplinary Communication in Collaborative Research
Cristo Ernesto Yáñez León, James Lipuma
(pages: 64-79)

From Disunity to Synergy: Transdisciplinarity in HR Trends
Olga Bernikova, Daria Frolova
(pages: 80-92)

The Impact of Artificial Intelligence on the Future Business World
Hebah Y. AlQato
(pages: 93-104)

Wi-Fi and the Wisdom Exchange: The Role of Lived Experience in the Age of AI
Teresa H. Langness
(pages: 105-113)

Older Adult Online Learning during COVID-19 in Taiwan: Based on Teachers' Perspective
Ya-Hui Lee, Yi-Fen Wang, Hsien-Ta Cha
(pages: 114-129)

Data Visualization of Budgeting Assumptions: An Illustrative Case of Trans-disciplinary Applied Knowledge
Carol E. Cuthbert, Noel J. Pears, Karen Bradshaw
(pages: 130-149)

The Importance of Defining Cybersecurity from a Transdisciplinary Approach
Bilquis Ferdousi
(pages: 150-164)

ChatGPT, Metaverses and the Future of Transdisciplinary Communication
Jasmin (Bey) Cowin
(pages: 165-178)

Trans-Disciplinary Communication for Policy Making: A Reflective Activity Study
Cristo Leon
(pages: 179-192)

Trans-Disciplinary Communication in Collaborative Co-Design for Knowledge Sharing
James Lipuma, Cristo Leon
(pages: 193-210)

Digital Games in Education: An Interdisciplinary View
Birgit Oberer, Alptekin Erkollar
(pages: 211-230)

Disciplinary Inbreeding or Disciplinary Integration?
Nagib Callaos
(pages: 231-281)


 

Abstracts

 


ABSTRACT


Incorporating Gaming in Software Engineering Projects: Case of RMU Monopoly

Sushil Acharya, David Burke


A major challenge in engineering education is retaining student interest in the engineering discipline. Active student involvement in engineering projects is one way of retaining student interest. Such involvement can only be realized if project inception comes entirely from the student. This paper presents a software game, RMU Monopoly, developed as a project requirement for a software engineering course and describes the challenges and gains of implementing such a project.

The RMU Monopoly was proposed by three junior software engineering students. The game is a multi-platform software program that allows up to eight players and implements the rules of the Monopoly board game. To ensure agility the game was developed using the spiral software development model. The Software Requirements Specification (SRS) document was finalized through an iterative procedure. Standard Unified Modeling Language (UML) diagrams were used for product design. A Risk Mitigation, Monitoring, and Management Plan (RMMM) was developed to ensure proactive risk management. Gantt chart, weekly progress meetings and weekly scrum meetings were used to track project progress. C# and Sub- Version were used in a client-server architecture to develop the software. The project was successful in retaining student interest in the software engineering discipline

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