@article {L{\'o}pez-Jim{\'e}nez2021, title = {Effects of gamification on the benefits of student response systems in learning of human anatomy: Three experimental studies}, journal = {International Journal of Environmental Research and Public Health}, volume = {18}, number = {24}, year = {2021}, note = {cited By 2}, abstract = {{This paper presents three experiments to assess the impact of gamifying an audience response system on the perceptions and educational performance of students. An audience response system called SIDRA (Immediate Audience Response System in Spanish) and two audience response systems with gamification features, R-G-SIDRA (gamified SIDRA with ranking) and RB-G-SIDRA (gamified SIDRA with ranking and badges), were used in a General and Descriptive Human Anatomy course. Students participated in an empirical study. In the academic year 2019{\textendash}2020, a total of 90 students used RB-G-SIDRA, 90 students employed R-G-SIDRA in the academic year 2018{\textendash}2019, and 92 students used SIDRA in the academic year 2017{\textendash}2018. Statistically significant differences were found between final exam grades obtained by using RB-G-SIDRA and SIDRA}, keywords = {academic achievement, academic performance, anatomy, experiment, Gamification, human, Humans, learning, motivation, perception, student, Students}, doi = {10.3390/ijerph182413210}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85121118668\&doi=10.3390\%2fijerph182413210\&partnerID=40\&md5=29b9263d7b8db439936394c1f2826a10}, author = {L{\'o}pez-Jim{\'e}nez, J.J. and Fernandez-Aleman, J.L. and Garc{\'\i}a-Bern{\'a}, J.A. and Gonz{\'a}lez, L.L. and Sequeros, O.G. and Ros, J.N. and Carrillo de Gea, J.M. and Idri, A. and Toval, A.} } @article {11390487420160301, title = {Co-located and distributed natural-language requirements specification: traditional versus reuse-based techniques.}, journal = {Journal of Software: Evolution \& Process}, volume = {28}, number = {3}, year = {2016}, pages = {205 - 227}, abstract = {Requirements Engineering (RE) includes processes intended to elicit, analyse, specify and validate systems and software requirements throughout the software life cycle. Mastering the principles of RE is key to achieving the goals of better, cheaper and quicker systems and software development projects. It is also important to be prepared to work with remote teammates, as distributed and global projects are becoming more common. This paper presents an experiment with a total of 31 students from two universities in Spain and Morocco who were assigned to either a co-located or a distributed team. Both traditional and reuse-based requirements specification techniques were applied by the participants to produce requirements documents. Their outcomes were then analysed, and the approaches were compared from the point of view of their effect on a set of performance-based and perception-based variables in co-located and distributed settings. We found significant differences in only productivi}, keywords = {Computer software, Computer software development, experiment, global software development, internationalisation, Requirements engineering, requirements reuse, requirements specification, Software engineering, software engineering education, Specifications}, issn = {20477473}, url = {http://search.ebscohost.com/login.aspx?direct=true\&db=iih\&AN=113904874\&site=ehost-live}, author = {de Gea, Juan M. Carrillo and Nicolas, Joaquin and Fernandez Aleman, Jose L. and Toval, Ambrosio and Ouhbi, Sofia and Idri, Ali} }