A Journey Through Cyberium: Creating User Stories for a Dystopic World to Teach Requirements Engineering

Teaching Requirements Engineering (RE) is challenging, as it involves dealing with the complexity and abstraction of technical and business problems. Students need to learn how to properly identify requirements, document them, validate them, and communicate with various stakeholders, such as clients and technical teams, to understand what needs to be done. Traditional teaching methods often fail to engage students, making bridging theoretical concepts with practical applications difficult. This paper presents the Game Design Storytelling (GDS) process as a framework to gamify educational experiences in RE. GDS integrates narrative-based game elements with learning objectives, offering a structured approach to create interactive and engaging lessons. We applied GDS in an RE class focused on creating user stories using a dystopian narrative set in a fictional world called “Cyberium.” Students were challenged to solve complex problems by developing user stories within this immersive environment. The results indicate that the gamified lesson increased student engagement and facilitated the understanding of technical concepts. The professor reported greater student interest in completing the gamified activity, and the feedback from students was positive, with some stating it was the “best class” they had in their undergraduate program, highlighting the relevance of narrative and interactivity for learning.

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Publication Details

Published
2025-04-27
DOI
https://doi.org/10.1109/cseet66350.2025.00035
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

A Journey Through Cyberium: Creating User Stories for a Dystopic World to Teach Requirements Engineering

João Batista Bezerra Frota, Marcela Pessoa, Bruno Gadelha, João Bernardo et al.
Educational Games and Gamification
article

A Journey Through Cyberium: Creating User Stories for a Dystopic World to Teach Requirements Engineering

João Batista Bezerra Frota, Marcela Pessoa, Bruno Gadelha, João Bernardo, Tayana Conte, Thais Pessoa
article en

Abstract

Teaching Requirements Engineering (RE) is challenging, as it involves dealing with the complexity and abstraction of technical and business problems. Students need to learn how to properly identify requirements, document them, validate them, and communicate with various stakeholders, such as clients and technical teams, to understand what needs to be done. Traditional teaching methods often fail to engage students, making bridging theoretical concepts with practical applications difficult. This paper presents the Game Design Storytelling (GDS) process as a framework to gamify educational experiences in RE. GDS integrates narrative-based game elements with learning objectives, offering a structured approach to create interactive and engaging lessons. We applied GDS in an RE class focused on creating user stories using a dystopian narrative set in a fictional world called “Cyberium.” Students were challenged to solve complex problems by developing user stories within this immersive environment. The results indicate that the gamified lesson increased student engagement and facilitated the understanding of technical concepts. The professor reported greater student interest in completing the gamified activity, and the feedback from students was positive, with some stating it was the “best class” they had in their undergraduate program, highlighting the relevance of narrative and interactivity for learning.

Universidade do Estado do Amazonas (BR), Universidade Federal do Amazonas (BR)
Conselho Nacional de Desenvolvimento Científico e Tecnológico
Quality Education
Openalex Percentile: Top 87%
Educational Games and Gamification
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A Journey Through Cyberium: Creating User Stories for a Dystopic World to Teach Requirements Engineering — João Batista Bezerra Frota, Marcela Pessoa, et al. · (2025) | TGRS Research Map | TGRS