Capsule 3

GADGETS

General Information about the Capsule

Name: GADGETS  
Identifier: ENACTEST_ID_3
Language: English
Category: Game
Keywords: Exploratory Testing, Assumptions,  Test strategies

Description:
GADGETS is a set of analogue games designed to develop essential software testing skills in the classroom. The main goal is to boost students’ intrinsic motivation to learn, emphasise the value of exploratory testing and raise awareness of the assumptions made during the testing process. Through gameplay and Socratic questioning, students design testing strategies based on the characteristics of each game and consider how their assumptions influence these strategies. 

Supporting Materials

Cost: Free
Copyright and Other Restrictions: 3-clause BSD License  
Description: Licensed for educational and research purposes.

Educational

Interactivity Type: Interactive
Learning Resource Type: Game
Interactivity Level: High
Intended End-User Role: Learner (Master’s students , Bachelor student)

Context: Higher Education
Typical Age Range: Young learners (18-25 years)  
Difficulty Level: Beginner
Description of Learning Objectives:

  • Practice exploratory testing 
  • Raise students’ awareness of the assumptions they have during the testing process.  

Prerequisites

  • Basic computational thinking  .

Classification of the Learning Objectives According to Bloom’s Taxonomy

  • Understand: Importance of soft skills for exploratory testing.    
  • Apply: Essential testing competences to design test cases, such as breaking down intricate problems, observing meticulously, and devising experiments, recognize assumptions explore various paths, and tolerance of uncertainty.  
  • Analyze: The results of the exploratory test cases designed with regard to the assumptions they have.  
  • Evaluate: Assess learning effectiveness of the testing competences required when perform exploratory testing. 

Learning Sequence

  1. Students are grouped into teams of 4 to 6 people to facilitate discussion. 
  1. Students are instructed to collaborate and solve the game through dialogue.
    Students are given a brief description of the game. 
  2. While designing the solution, students answer Socratic questions posed by the professor to explore alternative hypotheses about participants’ thinking. 
  3. Students reflect on their answers and realise their own assumptions. 
  4. Students improve the solution by considering the feedback received.

Expected Consequences

a)Students will become aware of the importance of exploratory testing and the key competencies required. 
b)Students will recognize that assumptions can jeopardize the testing process.