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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Monopoly Game to Teach ERi*c - Intentional Requirements Engineering</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Antonio de Pádua Albuquerque Oliveira</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vera Maria Benjamim Werneck</string-name>
          <email>vera@ime.uerj.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Julio Cesar Sampaio do Prado Leite</string-name>
          <email>julio@inf.puc-rio.br</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luiz Marcio Cysneiros</string-name>
          <email>cysneiro@yorku.ca</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Pontificia Universidade Catolica do Rio de Janeiro - PUC-Rio Departamento de Informatica</institution>
          ,
          <addr-line>Rua Marques de Sao Vicente 225 - Rio de Janeiro</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidade do Estado do Rio de Janeiro - UERJ Rua São Francisco Xavier</institution>
          ,
          <addr-line>524 - 6 andar - Maracanã - Rio de Janeiro</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>York University, School of Information Technology</institution>
          ,
          <addr-line>Toronto</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <fpage>49</fpage>
      <lpage>54</lpage>
      <abstract>
        <p>Intentional Requirements Engineering (The ERi*c - Engenharia de Requisitos Intencional) is a GORE method under evolution. After the first publication of ERi*c, in March/2008, the method has received several changes in order to mitigate the complexity of tasks and artifacts. ERi*c follows the i-star Framework and NFR Framework ideas and consequently deals with actors, goals, softgoals, tasks and resources. Although the most laborious parts of the method have been facilitated by three tools (LEL, AGFL and iStar Diagnoses, as well as OME, used in modelling), we realized that students in an undergraduate software engineering course needed an incentive in the introduction of the new concepts in order to improve their understanding of what intentionality means in the context of requirements for a software project. It was necessary to find a way to keep students motivated and at the same time to tame the new concepts and consequently help their understanding. In this context, we explore the idea of using a game based learning strategy (GBL) as the motivational factor. We decided to adapt the Monopoly game to help teaching the ERi*c method to be used as a motivational factor. This article shows how the concepts were prepared and what was included in the game to teach ERi*c to UERJ's undergraduate students.</p>
      </abstract>
      <kwd-group>
        <kwd>Game Based Learning</kwd>
        <kwd>Requirements Engineering</kwd>
        <kwd>iStar</kwd>
        <kwd>ERi*c Method</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>have realized that students needed something attractive and easy to break the first
impact of the new subject.</p>
      <p>
        The idea of adapting “The Monopoly Game” to teach The ERi*c as well as iStar
concepts seems a good approach for motivating the students and breaking the
communication barrier of shifting from the usual function-oriented perspective to the
goal oriented one. Early work performed by some of us [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and in the context of
requirements engineering [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] was an inspiration for the use of Monopoly as the main
infrastructure to the “ERi*cOpoly” game. A first design decision for the game was to
address the modeling concepts of the iStar and NFR [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] languages. The organization
of this paper is as follows: Section 2 briefly describes the Intentional RE Method;
Section 3 explains the concepts (called properties in the “ERi*cOpoly” game) of
Intentional RE and iStar concepts which are covered in this part of the ERi*cOpoly
and presents our proposal: the ERi*cOpoly game; Section 4 gives a research
bibliographical retrospective; and finally Section 5 concludes and points out some
future customization works and research issues.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2 Intentional RE Method</title>
      <p>The method provides a set of procedures, organized as steps in order to guide the
construction of iStar models. The steps use the following main RE activities:
elicitation, modeling and analysis. Elicitation means understanding the contextual
knowledge and discovering the software requirements. Modeling means describing
requirements. Analysis means verifying and validating the produced models.</p>
      <p>
        The first step “Elicit Actors’ Goals” captures goals pushing the elicitation towards
intentionality. This step is composed of three stages: identify goals, separate them by
actors, and organize goals in a “chronological order”. This step uses the Language
Extended Lexicon (LEL) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] as an anchor since LEL facilitates the comprehension of
contextual terminology.
      </p>
      <p>
        In the second step, “Identify SDsituations” we want to define implement
situations of dependency called SDsituations – Strategic Dependency Situations [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
An SDsituation can be characterized as part of the business unit. In order to do that,
the requirements engineer identifies goals (and softgoals) arrangements that are
connected.
      </p>
      <p>In the third step, “Model Agent Goals” the requirements engineer builds diagrams,
using a language similar to state charts that considers actors/agents, in order to
represent chains of goals (and softgoals) relationships. The diagrams called
“INTENTIONALITY PANELS” should be drawn in parts based in SDsituations, and they
are a simpler view of iStar SR model.</p>
      <p>In the fourth step, “Model Actors’ Goals Rationale” the RE team refines softgoals
using Softgoal Interdependency Graphs (SIG) models and builds SD and SR models.</p>
      <p>
        In the fifth step, “Specify SDsituations” the RE team describes SDsituations
applying a Scenarios [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] based strategy. This step is supported by the tool software
C&amp;L1 which is a management tool for Lexicons and Scenarios.
1 C&amp;L is an open source developed by the Requirements Engineering Group at PUC-Rio being available at
http://pes.inf.puc-rio.br/cel/.
      </p>
      <p>
        In the sixth step, “Analyse SD and SR Models” the RE team and the stakeholders
analyse the models supported by a diagnoses process and create a report matching the
discovered problems with impacted goals. The iStar Diagnoses [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] examines each of
the models in every SDsituation in order to bring questions that challenge the model’s
consistency and completeness.
      </p>
      <p>3 The ERi*cOpoly game (iStar’s SD and SR models and NFR)</p>
      <p>
        The ERi*cOpoly explores iStar concepts [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], which are described using Table 1 to
show how the elements (cards) are used in the game without the board. Each colored
card has its value according to the value of the property (concept).
      </p>
      <p>SET
Red (M 3)
Light green
(M 2)
Black
(M 2)
Yellow
(M 3)
Brown
(M 1)
Blue (M 1)
Dark blue
(M 4)
Green
(M 4)
Orange
(M 2)
Purple
(M 2)</p>
      <p>Table 1 – The ERi*cOpoly - sets of concepts considered in Property Cards.</p>
      <p>CONCEPT PROPERTY DESCRIPTION
STANDARD #1 qoubjaelictty+atBtrEibu+teve+rb[oinbjepcatsosirvteasvkoiacse topic] sgoofatgloal
STANDARD #2 vnearmbeinoifntfhineitoivbeje+ctobject traesskource
goal “ascthaiteevse”of affairs that an actor plans to
“the criteria for the condition being
THE FOUR KINDS OF softgoal achieved is not sharply defined a priori
DEPENDENCIES and is subject to interpretation”
task “ssopmeectifhi einsg” a particular way of doing
resource “an entity physical or informational”
dependee the actor on who the depender depends
ACTOR’S POSITIONS depender tdheepeancdteoer who is depended upon the
dependum rTehlaetioobnjsehcitpacreonutnredswhich the dependency
SD MODEL lninokde adcetpoerndency</p>
      <p>positions bAetpwoeseitnioan riosleinatnedrmaendaiagteentin. abstraction
SA MODEL (actors) roles tAherobleehiasviaonr oafbastsroaccitalcahcatroarc.terization of
agents pAhnysaicgaelnmt anisifeastnatioancsto. r with concrete
iStar IGnoteanl toiorineanlitteyd approach IsaSntnortedacntiaaetlifgoteincraapclitrtooyrcseisssadrrieesdtreibvsuiiegtwendedboaths bbeef oinreg
STRATEGIC
DEPENDENCY
SR MODEL 1
SR MODEL 2</p>
      <p>There is always a depender’s goal to be
achieved
Depender believes that dependee is able
to carry on the commitment
Dependee has a commitment with the
depender
SR model has softgoals contribution
SR model has Task decomposition
SR model has means-end
strategic dependencies among actors
a)
b)
c)
a)
b)
c)</p>
      <p>Softgoal-Softgoal Contribution
Task-Softgoal Contribution
Task Decomposition
Task-Task Link
Task-Resource Link
Task-Goal Link</p>
      <p>There are a total of 105 cards (106 in Monopoly) in the ERi*cOpoly Deal Deck of
the following types: PROPERTY CARDS, ACTION CARDS, MONEY CARDS,
PROPERTY WILDCARDS, and RENT CARDS. Only one card has been taken out
from the original deck because there is one property less in The ERi*cOpoly.</p>
      <p>There are 27 PROPERTY CARDS in the Deal Deck amongst which there are 10
different colored sets (see Table 1). Figure 1 shows images of sets of PROPERTY CARDS
and shows examples of ACTION CARDS, PROPERTY WILDCARDS, RENT CARDS and MONEY CARDS.</p>
      <p>There are a total of 20 MONEY CARDS in the ERi*cOpoly Deal Deck, M57 Money in
total, which include: one M10m money card, two M5m money cards, three M4m money
cards, three M3m money cards, five M2m money cards, and six M1m money cards.</p>
      <p>There are a total of 34 ACTION CARDS in the ERi*cOpoly Deal Deck, which include: 2
Deal Breaker, 2 Double the rent, 3 Just Say No, 3 Sly Deal, 3 Force Deal, 3 Debt
Collector, 3 It is My Birthday, 10 Pass Go, 3 House, and 2 Hotel.</p>
      <p>There are a total of 11 PROPERTY WILCARDS in the ERi*cOpoly Deal Deck, 9 two
color wildcards (2 Purple and Orange, 2 Red and Yellow, 1 Light Blue and Brown, 1
Light Blue and Black, 1 Light Green and Black, 1 Dark Blue and Green and 1 Green
and Black) and 2 ten multi-color wildcards.</p>
      <p>There are a total of 13 RENT CARDS in the ERi*cOpoly Deal Deck, 11 two color Rent
cards (2 Purple and Orange Rent cards, 2 Black and Light Green Rent cards, 3 Green
and Dark Blue Rent cards, 2 Brown and Light Blue Rent cards, and 2 Red and Yellow
Rent cards) and 2 ten color wild Rent cards.</p>
      <p>The aim of the game is to be the first player to collect (and lay out) three full sets of
different colored properties (iStar intentionality concepts). The major rule, differently
from the original Monopoly, is: “The player must describe, using his own words, the
meaning of each concept”.</p>
      <p>Below we describe the basic rules to start the game and the essential rules.
Basic Start Rules:</p>
      <p>GET READY: Shuffle all the cards and deal 5 to each player. The youngest player
starts to play and it continues clockwise.</p>
      <p>PLAY on your turn: (1) Take 2 cards from the draw pile. (2) Lay out 3 cards
from your hand. Put them face-up in front of you in any combination of the following
ways: (a) Put money or actions cards into your bank pile (the value of an action card,
when used as money, is shown in the corner). (b) Lay a property card, displaced
faceup in front of you, never in your back. (c) Play an action card (a card with a red ring).
Follow the instructions on the card and play into the center. TIP: Always keep a
wellstocked bank. You never know when you will have to pay out! (3) Ending your
turn: If you have more than 7 cards on your hand, at the end of your turn, discard the
extras cards, so you are back down to 7. If you have no cards left, pick up 5 (not 2)
from the center of the pile at the start of your next turn.</p>
      <p>ESSENTIAL RULES: (i) Never put cards back into your hand. (ii) Paying other
players: (a) DO NOT PAY WITH CARD FROM YOUR HAND; you can only pay
using the cards you have laid in front of you. (b) CHANGE IS NOT GIVEN; i.e. if
the rent is M2m and you only have M5m, you get nothing back. (c) IF YOU DON’T
HAVE ENOUGH MONEY IN YOUR BANK, pay with your properties. (d) IF YOU
DO NOT HAVE PROPERTIES OR MONEY IN FRONT OF YOU, leave the game.
(iii) Wildcards: Wildcards act as properties cards of that color. If you acquire the
property you need, you can replace the wildcard and re-use it elsewhere.</p>
      <p>For the subject, pupils can improve their style and the game becomes interesting
because they can use several strategies and so the repetition of the game was not
considered boring. An example of a possible strategy would be “Try to avoid creating
full sets for as long as possible unless you have at least one Just Say No card”. Even
with a Just Say No card, your full set is not 100% safe.</p>
    </sec>
    <sec id="sec-3">
      <title>4 Bibliographical Retrospective</title>
      <p>
        A systematic review of computer and serious games shows that computer games
can be considered a motivation impact for learning environment [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In the literature
of GBL specific for Software Engineering [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] we can find reports that games can
simulate situations and problems that happen all the time in real business projects and
also to bring entertainment in a learning environment that facilitates students to
acquire knowledge from a subject.
      </p>
      <p>
        The board game named RE-O-Poly [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] introduces and reinforces RE good
practices in general and the board is composed by RE activities (Elicitation, Analysis
and Validation, Documentation, and Change Management). The game is a board
game arranged as in the game Monopoly, but the four sides of the board were
modified to reflect an RE context. Like Monopoly, a player moves by the roll of the
dice. There is a circuit around the board which represents one pass through a typical
RE process for three types of projects: a basic, average and complex. The player with
the highest Stakeholder Satisfaction Points (scored for the project) and with the
correct challenges tabulated wins the game.
      </p>
    </sec>
    <sec id="sec-4">
      <title>5 Conclusions</title>
      <p>This experience of teaching iStar demonstrated that most pupils enjoyed the very
first game prototype and got acquainted with the concepts in two rounds playing.</p>
      <p>We are just finishing the redesign of the game, and after that, we are planning an
experiment using the game with UERJ undergraduate students. At first, we are going
to use Master’s students to test the game and refine the ERi*cOpoly interface. The
undergraduate students will use the ERi*cOpoly with different strategies. The
objective is to validate the game and give an idea if the game helps the student to
understand ERi*c. One of the design features we are really beating on is the cast of
concepts as properties; at least they should be memorized quickly. One important
objective of this research is based primarily on the point that iStar is an excellent
approach to deal with intentionality, but iStar is not easy to learn.</p>
      <p>
        It is important to say that this research problem should apply a PDCA technic for
improving the teaching process and we agree with “map and track the effectiveness of
the game as a training tool with other real world RE applications objective” [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        To support the use of ERi*cOpoly as a teaching tool we plan to implement a web
software game supporting all feedbacks received from the first trials. We are also
planning to bring the method part, the ERi*c itself, to be part of the game, but this
will happen after the trials with the redesign of the actual version. Experiments will be
conducted on the same way as performed by [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], comparing groups using the game
and groups without game playing with respect to their learning performance, while
replicating this experiment using the ERi*cOpoly game prototype.
      </p>
    </sec>
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