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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using game simulator Software Inc in the Software Engineering education</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Kryvyi Rih National University</institution>
          ,
          <addr-line>11, Vitali Matusevich St., Kryvyi Rih, 50027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54, Gagarin Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Zhytomyr Polytechnyc State University</institution>
          ,
          <addr-line>103, Chudnivska Str., Zhytomyr, 10005</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the course of training future software engineers. More and more educational institutions are introducing new teaching methods, which result in the use of engineering students, in particular, future software engineers, to deal with real professional situations in the learning process. The use of modern ICT, including game simulators, in the educational process, allows to improve the quality of educational material and to enhance the educational effects from the use of innovative pedagogical programs and methods, as it gives teachers additional opportunities for constructing individual educational trajectories of students. The use of ICT allows for a differentiated approach to students with different levels of readiness to study. A feature of any software engineer is the need to understand the related subject area for which the software is being developed. An important condition for the preparation of a highly qualified specialist is the independent fulfillment by the student of scientific research, the generation, and implementation of his idea into a finished commercial product. In the process of research, students gain knowledge, skills of the future IT specialist and competences of the legal protection of the results of intellectual activity, technological audit, marketing, product realization in the market of innovations. Note that when the real-world practice is impossible for students, game simulators that simulate real software development processes are an alternative.</p>
      </abstract>
      <kwd-group>
        <kwd>simulator</kwd>
        <kwd>game simulator</kwd>
        <kwd>training</kwd>
        <kwd>software engineers</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The use of modern ICT, including game simulators, in the educational process [31;
37; 13; 19; 24; 29; 60], allows to improve the quality of educational material and to
enhance the educational effects from the use of innovative pedagogical programs and
methods, as it gives teachers additional opportunities for constructing individual
educational trajectories of students [
        <xref ref-type="bibr" rid="ref84">55</xref>
        ]. The use of ICT allows for a differentiated
approach to students with different levels of readiness to study.
      </p>
      <p>
        A feature of any software engineer is the need to understand the related subject area
for which the software is being developed [
        <xref ref-type="bibr" rid="ref86">57</xref>
        ]. An important condition for the
preparation of a highly qualified specialist is the independent fulfillment by the student
of scientific research, the generation, and implementation of his idea into a finished
commercial product. In the process of research, students gain knowledge and skills of
the future IT specialist among with the competences of the legal protection of the results
of intellectual activity, technological audit, marketing, product realization in the market
of innovations. Note that when the real-world practice is impossible for students, game
simulators that simulate real software development processes are an alternative.
      </p>
      <p>
        This topic is dedicated to the research of Liudmyla I. Bilousova [6], Yevhenii O.
Modlo [39], Ivan O. Muzyka [
        <xref ref-type="bibr" rid="ref37">28</xref>
        ], Pavlo P. Nechypurenko [38], Olga P. Pinchuk [
        <xref ref-type="bibr" rid="ref79">50</xref>
        ],
Andrii M. Striuk [61], and others. In particular, computerization and informatization of
the education system were considered by Oleksandr Yu. Burov [
        <xref ref-type="bibr" rid="ref79">50</xref>
        ], Arnold E. Kiv
[
        <xref ref-type="bibr" rid="ref34">25</xref>
        ], Oleksandr H. Kolgatin [
        <xref ref-type="bibr" rid="ref36">27</xref>
        ], Maiia V. Marienko [
        <xref ref-type="bibr" rid="ref80">51</xref>
        ], Liubov F. Panchenko [
        <xref ref-type="bibr" rid="ref77">48</xref>
        ],
Svitlana V. Shokaliuk [35], Vladimir N. Soloviev [
        <xref ref-type="bibr" rid="ref26 ref48">17</xref>
        ], Tetiana V. Starova [
        <xref ref-type="bibr" rid="ref73">44</xref>
        ],
Viktoriia V. Tkachuk [59], Snizhana O. Zelinska [
        <xref ref-type="bibr" rid="ref87">58</xref>
        ], and others; Olga V. Bondarenko
[7], Svitlana H. Lytvynova [32], Pavlo P. Nechypurenko [
        <xref ref-type="bibr" rid="ref72">43</xref>
        ], Yuliya H. Nosenko [
        <xref ref-type="bibr" rid="ref75">46</xref>
        ],
Maiia V. Marienko [33], Oksana M. Markova [
        <xref ref-type="bibr" rid="ref74">45</xref>
        ], Maryna V. Rassovytska [
        <xref ref-type="bibr" rid="ref82">53</xref>
        ],
Serhiy O. Semerikov [40], Mariya P. Shyshkina [
        <xref ref-type="bibr" rid="ref85">56</xref>
        ], Andrii M. Striuk [34], and others,
paid attention to the use of electronic learning tools.
      </p>
      <p>
        Importance and necessity of introduction of information and communication
technologies (ICT), including game simulators, in training are substantiated by Faheem
Ahmed [
        <xref ref-type="bibr" rid="ref95">1</xref>
        ], Ritika Atal [4], Alex Baker [5], Bassam Baroudi [
        <xref ref-type="bibr" rid="ref78">49</xref>
        ], Márcio Barros [
        <xref ref-type="bibr" rid="ref21">12</xref>
        ],
Kunal Bedse [
        <xref ref-type="bibr" rid="ref32">23</xref>
        ], Salah Bouktif [
        <xref ref-type="bibr" rid="ref95">1</xref>
        ], Noel Burchell [
        <xref ref-type="bibr" rid="ref29">20</xref>
        ], Alejandro Calderón [
        <xref ref-type="bibr" rid="ref18">9</xref>
        ], Piers
Campbell [
        <xref ref-type="bibr" rid="ref95">1</xref>
        ], Luiz Fernando Capretz [
        <xref ref-type="bibr" rid="ref95">1</xref>
        ], Craig Caulfield [
        <xref ref-type="bibr" rid="ref19 ref3 ref65 ref8">10</xref>
        ], Paul Clarke [
        <xref ref-type="bibr" rid="ref20">11</xref>
        ],
Alexandre Dantas [
        <xref ref-type="bibr" rid="ref21">12</xref>
        ], Khaled El Emam [
        <xref ref-type="bibr" rid="ref24">15</xref>
        ], Ayesha Farooq [
        <xref ref-type="bibr" rid="ref81">52</xref>
        ], Dave Hodges [
        <xref ref-type="bibr" rid="ref29">20</xref>
        ],
André van der Hoek [5], Mehdi Jazayeri [
        <xref ref-type="bibr" rid="ref31 ref61">22</xref>
        ], Hashem Salarzadeh Jenatabadi [
        <xref ref-type="bibr" rid="ref76">47</xref>
        ],
Shanika Karunasekera [
        <xref ref-type="bibr" rid="ref32">23</xref>
        ], A. Günes Koru [
        <xref ref-type="bibr" rid="ref24">15</xref>
        ], Stanislaw Paul Maj [
        <xref ref-type="bibr" rid="ref19 ref3 ref65 ref8">10</xref>
        ], Emily Oh
Navarro [
        <xref ref-type="bibr" rid="ref71">42</xref>
        ], Ali Noudoostbeni [
        <xref ref-type="bibr" rid="ref76">47</xref>
        ], Rory V. O’Connor [
        <xref ref-type="bibr" rid="ref20">11</xref>
        ], Ira Pant [
        <xref ref-type="bibr" rid="ref78">49</xref>
        ],
Sanghamitra Patnaik [
        <xref ref-type="bibr" rid="ref81">52</xref>
        ], Goparaju Purna Sudhakar [
        <xref ref-type="bibr" rid="ref81">52</xref>
        ], Lise Renaud [
        <xref ref-type="bibr" rid="ref83">54</xref>
        ], Mercedes
Ruiz [
        <xref ref-type="bibr" rid="ref18">9</xref>
        ], Louise Sauvé [
        <xref ref-type="bibr" rid="ref83">54</xref>
        ], Ashish Sureka [4], David Veal [
        <xref ref-type="bibr" rid="ref19 ref3 ref65 ref8">10</xref>
        ], Cláudia Werner [
        <xref ref-type="bibr" rid="ref21">12</xref>
        ],
Jianhong Xia [
        <xref ref-type="bibr" rid="ref19 ref3 ref65 ref8">10</xref>
        ], Norizan Mohd Yasin [
        <xref ref-type="bibr" rid="ref76">47</xref>
        ]. ICTs are part of every area of human
activity and have a positive impact on education, as they open up opportunities for the
introduction of completely new teaching and learning methods.
      </p>
      <p>
        A significant contribution to the theory of educational games was made by Daniil B.
Elkonin [
        <xref ref-type="bibr" rid="ref25">16</xref>
        ], Eric Klopfer [
        <xref ref-type="bibr" rid="ref35">26</xref>
        ], David R. Michael [36], Lev S. Vygotskii [63], and
others. At the same time, game technologies of teaching and use of interactive games
in high school were investigated by Ayşe Alkan [
        <xref ref-type="bibr" rid="ref41">2</xref>
        ], Mohammad Hasan Al-Tarawneh
[3], Viktoriia L. Buzko [8], Muhammet Demirbilek [
        <xref ref-type="bibr" rid="ref23 ref46">14</xref>
        ], Glenda A. Gunter [
        <xref ref-type="bibr" rid="ref27">18</xref>
        ],
G. Tanner Jackson [
        <xref ref-type="bibr" rid="ref30 ref57 ref93">21</xref>
        ], Estela Aparecida Oliveira Vieira [62], Nataliia P. Volkova
[60], and other modern scholars and pedagogues. However, the question of the use of
game simulators in the training of future software engineers remains poorly understood.
      </p>
      <p>That is why the purpose of this article is to describe the features of working with the
game simulator Software Inc in the software engineering training.</p>
      <p>Game simulators are interactive programs that fully or partially simulate certain real
processes or systems that capture and motivate students through fun and interesting
game experiences, where students can perform different roles in a variety of realistic
circumstances and are used in the educational process when real practice is impossible
or inaccessible.</p>
      <p>Software Inc is a game simulator that allows students to try their hand at running a
software development company.</p>
      <p>To start the game you need to press the “New Game” button, then the corresponding
screen, shown in Fig. 1.
In the first stages, students should use a manual to provide detailed information about
the gameplay and the various individual stages of the game. Beginners are encouraged
to choose Optimism and Generosity as the main features when creating a company
founder, without necessarily changing the settings of the sliders located on the left in
the user interface.</p>
      <p>In the panel on the right, you need to increase the startup capital of the company to
$ 20,000 or move the slider one mark if the game is in a different currency (the currency
can be changed in the options menu). Set to default 1980 as the year the company was
founded, there is no need to change, but at the stage of getting acquainted with the game
the difficulty level must be set to “Easy”.</p>
      <p>The Days per month parameter sets the number of days in a month. By default, it is
set to 1 day, meaning one game day will count as a month. With this setting, you can
change the speed of the game (most of them set 4 days, but first you need to set the
value to 1 or 2 days).</p>
      <p>After that, the student needs to change the founding person’s settings and choose a
name for their company, such as “SpaceTech” or “Aperture Cake Production”, after
which the students will see the next window (see Figure 2).
You can move the instruction box around the screen and resize it. You have to press
the “Continue” button to flip through the manual. To start creating the premises of a
future virtual company for a student, it is necessary to go into construction mode by
clicking on the green button with the image of a wrench on the user interface.</p>
      <p>Game Simulator Software Inc offers three build modes:
─ “Construct” – construction of rooms, installation of windows and doors;
─ “Furnish” – room furniture, choice of tables, chairs, coffee machine;
─ “Roads” – road construction, parking, but initially this mode is not used.
Once enabled, the student must first build a small room for the virtual company. To do
this, you need to use the Room Builder tool in the Construct mode menu. The initial
size of the first room should be approximately 5x5 to accommodate the table and chair
for the founder of the company.</p>
      <p>To make the room light enough, you must select the windows and doors in the
Construct mode menu and install them in the room.</p>
      <p>Then students have to go into Furnish mode and have a desk, chair, and computer
installed in the room. Use Shift + left mouse button to set multiple items at once. Chairs
will automatically be installed near the tables they are closest to, but you may need to
turn your computer over.</p>
      <p>Students need to click on and hold the computer, turning it in the required direction.
After that, the room will look something like this (see Figure 3).
Once the room has been created, the founder of the company can start working there.</p>
      <p>After reading the instructions, you must press the Tab key to exit the build mode.
The process of making money and working on contracts.</p>
      <p>The first way that allows companies to make money is to work on contracts.
Contracts are projects that are offered to companies for execution, and each of them has
their requirements.</p>
      <p>To find a contract, the participant must go to the “Development” menu by clicking
the button with the image of a piece of paper (A). Then a pop-up window will appear
on the screen (see Figure 4).
Players need to sort the list by “Months” (B) to ensure that contracts that require the
least number of months are at the top of the list. Typically, contracts with 1 or 2 (C)
contracts will have a performance period of 1 or 2 months. The company does not
receive big profits for working on such contracts, but in the beginning, it is a great
source of financial income.</p>
      <p>Regarding the quality of contract work, students must set the value to “Bad” or
“Horrible” (D), which allows the initial stages not to take quality but quantity.</p>
      <p>Students need to find a contract for their virtual company with a minimum work
requirement for a team of 1 or 2 people for a maximum of two months and click the
"Accept Work" button.</p>
      <p>Contract work.</p>
      <p>After the participants have selected a contract for their company, a project
management pop-up window (A) will appear to the right in the user interface (see
Figure 5). There are 4 stages of project implementation. The first stage is the
development of the design. The product design specified in the contract is developed
by the virtual company designer (s).</p>
      <p>When pointing the mouse at the project management window, students can see the
progress scale of a specific job by a company employee (B). The task is considered
completed when the scale reaches its maximum value. However, students need to be
careful and not delay the contracting process at the design development stage so as not
to waste the time allotted for the contract.</p>
      <p>Players must then click on the “Develop” (C) button in the project management
window to proceed to the next stage – “Alpha”. At this stage, the software engineers
create the product according to the design developed by the designer in the first stage.
Students can monitor the completion of the assignment using the progress bar. When
the task is completed, you must click on the “Promote” button to proceed to the next
step.
The next stage is called “Delay” and is only an intermediate stage, which lasts a certain
amount of time depending on the skill level of the company’s employees. The higher
the skill level of the employees, the less time the Delay stage takes.</p>
      <p>The project then proceeds to the “Beta” stage, which is to test and prepare for the
product release. The company may release a product that is not ready for completion,
but it is important to remember that the presence of errors and defects in the product
will adversely affect its sales and contract payments.</p>
      <p>Building for employees and first employee.</p>
      <p>When building premises, students need to remember that employees are first and
foremost people who have basic needs (want to eat, go to the restroom, drink coffee,
prefer quiet, comfortable rooms with sufficient lighting, comfortable air temperature,
and a comfortable environment). Therefore, you should build a facility that addresses
all these needs, and do not forget to build small facilities for restrooms and rest areas.</p>
      <p>Make sure you also have a fridge and coffee table in the lounge. Windows, lighting,
and doors between rooms are required. It is important to keep in mind that indoor plants
will have a positive effect on employee productivity and mood. Elements such as heat
radiators and ventilation in the main room are also very important as they provide
comfortable air temperatures.</p>
      <p>How to hire employees?</p>
      <p>After the company has reached a certain level of development, students need to hire
new employees in the team.</p>
      <p>When looking for a new employee, you first need to answer two questions:
1. In what position to open a vacancy?
 team lead;
 programmer;
 designer;
 creative manager;
 marketer.
2. How much time and resources can be spent on finding a new employee?
Then more time is spent in searching, then more applications from candidates will be
considered. At the same time, it is necessary to consider the insurance policy of the
company. Having a solid insurance fund will be an attractive factor for skilled workers.
Therefore, every time after the completion of contract work and products, students need
to invest in improving the insurance fund to attract highly qualified employees to the
company.</p>
      <p>After the list of candidates is created, you can go to the interviewing stage, during
which you need to determine who should be hired and who should be better off. Keep
in mind that you need to hire those who can be part of the team, as this will have a
positive effect on the performance of the company and help you get things done faster.</p>
      <p>The following is an example of a candidate whose compatibility with an existing
team is low (see Figure 6).
At the same time, there is a candidate whose compatibility with the team is sufficient
(see Figure 7).</p>
      <p>By finding a candidate with sufficient compatibility with the development team, as
well as sufficient professional performance, players can hire a suitable candidate for
their development team. They can then focus on managing software development or, if
they see fit, continue to hire employees.
32.
33.
34.
35.
36.
37.
38.
39.
40.</p>
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