recursal/Fanatic-Fandom huggingface dataset:
PARA QUE SIRVE UN ALGORITMOS

Para
que sirve

Un algoritmo define los pasos necesarios
para resolver problemas con características similares.Por ejemplo, hay un
algoritmo para resover el problema de multiplicar dos números, uno para
encontrar el camino mas corto entre dos localidades de un mapa o uno para
resolver un cubo de Rubick. En todos esos problemas la información que se necesita
de entrada cumple con características particulares. Dos números enteros
multiplicandose, un grafo que representa las localidades de un mapa y sus
conexiones, o una lista que indica los colores que tiene actualmente cada cara
del cubo. Y al aplicar el algoritmo con esas entradas obtienes una salida
también con características esperadas. En escencia los algoritmos te sirven
para no reinventar soluciones ya existentes y de paso beneficiarte por sus
posibles optimizaciones.
-Ventajas de un algoritmo:

-**Ventajas de**
un algoritmo**:**

1.-) Los algoritmos
son la esencia de la informática, son uno de los centros de interés de muchas,
si no todas, de las áreas del campo de la informática.

2.-) Puedes
trabajar en orden.

3.-) Te redacta en
orden paso a paso lo que hay que hacer.

4.-) Ayuda a
resolver más fácil y rápido los problemas.

**5.-)**Disminuye
sensiblemente el riesgo de errores.

**6.-)**Favorece el obtener
el máximo de información.
-Desventajas de un algoritmo:

KOKOJJLDPH

1.-) Hay textos que
desarrollan los algoritmos, mediante diversos tipos de programas, por ejemplo:
el lenguaje de programación C++, pero para comprender las letras deben poseer
al menos un año de experiencia en ese lenguaje de programación de alto y bajo nivel.

2.-) Muchos
algoritmos interesantes llevan implícitos complicados métodos de organización
de los datos utilizados en el calendo.

3.-) Con frecuencia
sucede que muchos de los algoritmos que se van a utilizar son fáciles de
implementan una vez que se ha descompuesto el programa, sin embargo, en la
mayor parte  de los casos, existen unos pocos algoritmos cuya
elección es crítica porque su ejecución ocupara la mayoría de los recursos del
sistema.

4.-) La elección del mayor algoritmo
para una tarea particular puede ser un proceso muy complicado y con frecuencia
conllevara un análisis matemático sofisticado.

5.-) Actualmente se está estudiando
en la informática, como seleccionar el algoritmo que conduzca a la mejor
implementación pues para la mayoría de los problemas existen varios algoritmos
diferentes.
¿cuales son los elementos de un diagrama de flujo?

### Procesos

Un proceso es representado por un rectángulo. Éste se refiere a una acción en un proceso de negocios y debe describirse de forma clara y concisa. Un proceso puede ser descrito usando una frase única del tipo verbo-sustantivo, por ejemplo "Ordenar material de oficina". Este mismo nivel de detalle debe mantenerse en los procesos de un diagrama de flujo.

### Subprocesos

Un subproceso está representado por un rectángulo con líneas dobles en cada lado. Un subproceso es un proceso importante que puede descomponerse en procesos más simples que pueden desarrollarse en otro diagrama de flujo.

### Decisión

Una decisión está representada por un diamante. Un proceso que puede responder a una decisión de "sí" o "no" requiere un cuadro de decisión.

### Conector

Un conector está representado por un pequeño círculo o un cuadro conector y se etiqueta usando letras. Un diagrama de flujo escrito en una sola página es más claro que un diagrama en varias páginas. Un conector asegura que los procesos estén conectados de forma lógica y correcta en varias páginas.

### Líneas de flecha

Las líneas de flecha dibujadas en una dirección, de preferencia de arriba hacia abajo, mantienen la claridad de un diagrama de flujo. Evita líneas de flecha que se ciclen debido a que esto puede indicar redundancia en el proceso de negocios. Si los ciclos son necesarios extiende las líneas de flecha hacia arriba y a la izquierda para mayor claridad.
Ларри Лаффер

* Руководство
* LSL 1 EGA

**Ларри Лаффер** — главный герой серии игр Leisure suit Larry. Стареющий, но неунывающий ловелас, тяготеющий к неудачам, но всегда надеющийся на лучшее.

## Внешний вид

Мужчина средних лет с тёмными волосами, имеет небольшие залысины.

До начала своих злоключений Ларри носил кардиган и карманный протектор.

Ларри в кардигане
Решив изменить судьбу, он резко сменил имидж. Теперь он носит белый выходной полиэфирный костюм, состоящий из пиджака и брюк. Рукава закатывает до локтей. Носит голубую рубашку, золотую цепь, чёрный ремень с золотой бляхой и тёмные туфли.

## История

### Прошлое

В 38 лет Ларри всё ещё жил со своей мамой. Но однажды к нему пришло осознание, что жизнь проходит мимо. Решив кардинально её изменить, он приобрёл себе белый выходной костюм. Проведя несколько ночей в дискоклубах и обретя уверенность в себе, мужчина отправился в город Растраченные зарплаты.

### Land of the lounge lizards

До наступления пяти часов утра мужчина твёрдо решил лишиться невинности или покончить жизнь самоубийством. Сперва он направился в бар «У Левши». Там он обнаружил проститутку. Ларри переспал с ней в презервативе, но не был удовлетворён процессом. Хотя технически он лишился девственности, но ему всё ещё требовалось чем-то заполнить своё сердце.

Найдя в отеле пропуск, Ларри направился в дискоклуб. Его внимание привлекла единственная женщина среди множества мужчин, Паль. Он подарил ей розу, конфеты и обручальное кольцо. После чего пригласил даму на танец. Затем она позвала его в часовню, где они поженились. Ларри встретил жену в отеле, девушка выпила вина. Затем попросила мужа лечь на кровать и закрыть глаза. В предвкушении Ларри доверился ей, но вскоре оказался связанным. Паль сбежала вместе с его кошельком.

Освободившись, Ларри, после неудачной попытки соблазнения, с помощью пилюль из шпанской мушки спровадил девушку Веру, охранявшую лифт в пентхаус отеля. Поднявшись наверх, он нашёл в шкафу надувную секс-куклу. Во время соития та сдулась и полетела прочь. Ларри погнался за ней и оказался на балконе пентхауса. Там он спустился в джакузи к обнажённой девушке Еве. Мужчина угостил её яблоком и та пригласила его в постель. После чего они занялись сексом.

## Интересные факты

* До начала злоключений любимой книгой Ларри было чтиво «Познай свой последовательный порт RS-232». Из музыки он предпочитал группу Air supply и Барри Манилоу.
* Лаффер купил костюм в магазине Night fever polyester plaza.
* Ларри набрал 28% от возможного количества баллов в тесте на технические способности.
Паль

**Паль** — девушка из дискобара в Растраченных зарплатах и первая жена Ларри.

## Land of the lounge lizards

Паль скучала в дискобаре в обществе множества мужчин. К ней подсел Ларри и попытался заговорить. Девушка сказала, что любит подарки. Вскоре мужчина подарил ей розу, конфеты и обручальное кольцо. Потом они вместе потанцевали. После чего Паль предложила встретиться в часовне. Там пара обвенчалась. После чего девушка попросила Ларри прийти в номер для новобрачных в отеле и взяла у него денег, чтобы оплатить его. Когда мужчина пришёл, она захотела вина. Лаффер заказал его. Девушка выпила бокал и предложила Ларри лечь на кровать и закрыть глаза. Пока он лежал, она привязала его к постели. Забрала кошелёк и ушла.

## Интересные факты

* Имя Паль происходит от названия цвета — палевый. И также описывает её цвет волос.
* Паль никогда официально не разводилась с Ларри, так что по-прежнему является его женой.
Вера

**Вера** — охранница в отеле в Растраченных зарплатах.

## Внешний вид

Брюнетка с голубыми глазами и короткими волосами. Одета в синее платье с глубоким вырезом. Не носит лифчик, поэтому через ткань видны её соски. Носит круглые жемчужные серьги. Красит губы розовой помадой. На левой щеке родинка.

## История

### Land of the lounge lizards

Вера охраняла восьмой этаж отеля. На лифте к ней поднялся Ларри и попытался соблазнить её. Но девушка не поддалась на уловки. Тогда мужчина дал ей пару пилюль из шпанской мушки. Девушка сильно возбудилась и умчалась к своему парню, оставив пост, на котором была кнопка для вызова лифта в пентхаус.
Tablette Symbarienne

Tablette portant le sceau du pere Jesibegai

...."la ou le jour et la nuit n'ont de sens, a l’obscurité miroite et la lumière se rassemble dans les ombres, se troue le trône ou de nouveau siégera une maîtresse, une régente, une égale des dieux"

la tablette est un fragment

Il s'agit de la prophétie d'Aroaleta ou Sarkomal

La notion de régence semble faire référence à la volonté des elfes de ne pas dirigé.
Leisure suit Larry: Wet dreams dry twice

###

Разработчик

Crazybunch

###

Платформы

PC (Windows), Mac (OS X/macOS)

###

Магазины

Steam, GOG

###

Жанр

адвенчура

**Leisure suit Larry: Wet dreams dry twice** *(«Ларри в выходном костюме: Влажные мечты высыхают дважды»)* — десятая игра в основной серии официальных игр.

## Персонажи

* Ларри Лаффер
* Фейт

## Видео

Leisure Suit Larry - Wet Dreams Dry Twice Announcement Teaser (EN)Тизер игры
## Интересные факты

* Анонс игры состоялся 3 августа 2020 года. В тот же день был опубликован тизер.
* Первоначально игра должна была выйти 15 октября, но 13 октября разработчики сообщили, что игра выйдет 23 октября.

## Ссылки

* Страница в стиме
* Страница в GOG
Playful Practices

A practice or play activity is related to play and relaxation (FIALHO, 2008), and when it is directed towards an educational purpose, rules and objectives must be established to achieve the expected result in the student's learning.

The development of a playful game can contain only one of the practices presented here, as well as a join of them, and can be used in different phases / levels of the game. Activities can also be used in the classroom.

Some elements must be observed in the construction of a game (ALVES; BATTAIOLA, 2011):

* **Challenge**: it acts as an instigating and inciting factor of action. They should be stimulating and challenging, neither too easy nor too difficult. They must have clear and precise objectives, immediate feedback.

* **Fantasy**: attractive scenarios, characters and dreamlike worlds. Use cognitive factors, metaphors and analogies to arouse interest and empathy

* **Curiosity**: through the visual and aesthetic appeal of the physical environment of the object, and linked to cognitive processing and the ability to keep the individual motivated in action

* **Control**: domain and possibility of interference in the action being performed.

## Answer a Quiz via mobile device

* Learning Level: Remember
* Ranking: Quiz
* Genre: Questions and answers
* Contents: This activity can be used for any content in order to remember or recognize previously discussed information.

## Perform tasks through requirements interpretation

* Learning Level: Understand
* Ranking: Puzzle
* Genre: Construction and management
* Contents: Software Requirements

## Organize data by category

* Learning Level: Understand
* Ranking: Puzzle
* Genre: Adventure
* Contents: Software Requirements

## Ordering of phases or flow of a process

* Learning Level: Remember
* Ranking: Puzzle
* Genre: Adventure
* Contents: Software Requirements

## Identify skills or activities with multiple choice issues

* Learning Level: Remember
* Ranking: Quiz
* Genre: Adventure
* Contents: Software Requirements

## Simulate a software development team through a Second Life game

* Learning Level: Understand, Apply
* Ranking: Simulation
* Genre: Construction and management
* Contents: Software Engineering Process, Software Construction, Software Engineering Economics

## Identification and classification of defects in codes or software requirements

* Learning Level: Remember, Understand
* Ranking: Puzzle, Simulation
* Genre: Adventure
* Contents: Software Requirements, Computing Foundations

## Convincing difficult people to accept a project

* Learning Level: Remember, Understand, Apply
* Ranking: Simulation
* Genre: Strategy
* Contents: Software Engineering Management; Professional Practice of Software Engineering

## Practicing Scrum methodology building paper artifacts

* Learning Level: Understand, Apply
* Ranking: Simulation
* Genre: Construction and management
* Contents: Software Engineering Management; Models and Methods of Software Engineering; Software Engineering Processes
Sombres seigneurs

Personnages maléfique qui ont assombris le ciel de d'Albérétor grace à leurs magies nécromantique. Ils ont provoqué la grande guerre et kidnappé la reine Korinthia fléau de la nuit. La reine à perdu son sourire éclatant et porte toujours un masque en publique depuis sa libération.

Deux décennies de famine, des dizaines de milliers de mort, cette guerre laisse derrière elle un pays meurtris que les habitant doivent fuir à cause de la malédiction des sombres seigneurs.
Leisure suit Larry

**Leisure suit Larry** (*«Ларри в выходном костюме»*) — серия юмористических эротических игр о похождениях неутомимого ловеласа Ларри Лаффера и его племянника Ларри Лавейджа.

## Основная серия

1. Leisure suit Larry in the Land of the lounge lizards
2. Leisure suit Larry goes looking for love (in several wrong places)
3. Leisure suit Larry III: Passionate Patti in pursuit of the pulsating pectorals
4. Leisure suit Larry 5: Passionate Patti does a little undercover work
5. Leisure suit Larry 6: Shape up or slip out!
6. Leisure suit Larry: Love for sail!
7. Leisure suit Larry: Magna cum laude
8. Leisure suit Larry: Box office bust
9. Leisure suit Larry: Wet dreams don't dry
10. Leisure suit Larry: Wet dreams dry twice

## Ремейки

1. Leisure suit Larry in the Land of the lounge lizards (ремейк)
2. Leisure suit Larry: Reloaded

## Ответвления

1. Crazy Nick's software picks: Leisure suit Larry's casino
2. Larryland
3. Larry's big score: Pinball
4. Leisure suit Larry's casino
5. Leisure suit Larry: Kühle drinks und heiße girls
6. Leisure suit Larry's sexy pinball
7. Leisure suit Larry: Bikini beach volley
8. Leisure suit Larry: Love for sail (мобильная игра)
9. Leisure suit Larry: Magna cum laude (мобильная игра)
10. Larryсasino

## Связанные игры

* Softporn adventure — прототип первой части
* Las vegas: X-rated adventure — японский графический ремейк Softporn adventure.
* Freddy Pharkas: Frontier pharmacist — игра с участием дальнего предка Ларри

## Отменённые игры

1. Leisure suit Larry 4: The missing floppies
2. Leisure suit Larry 8: Lust in space
3. Leisure suit Larry: Pocket party
4. Leisure suit Larry: Cocoa butter
Ану Сингх

**Ану Сингх** — общественный адвокат Ларри Лаффера и его любовный интерес.

## Интересные факты

* Имя Ану созвучно со сленговым выражением «anusing», означающим ощущение, будто тебя поимели в анус.
* Ану Сингх — имя австралийской убийцы, которая накачала своего парня летальной дозой героина. Разработчики не знали об этом, когда придумывали имя для персонажа.
Identification and classification of defects in codes or software requirements

### **Proposed activity**

Through a digital game, students form teams of 3 people, where each one will perform one of the following functions: moderator (defines the scope of the inspection and supervises the entire inspection process. as inspectors, associating them with artifacts to be inspected), inspector (responsible for the actual inspection of each artifact) and author (creates and maintains their artifacts, and should not be allowed to inspect their own artifacts). The objective of the player is to accumulate points that can be acquired through the inspection of artifacts and the correct detection and classification of defects in these artifacts.

The artifacts to be inspected must be in text format (code or requirement). The game has 3 levels of difficulty:

* Basic: There is only one defect per piece of artifact and the line already appears highlighted, causing the player to only need to classify the defects.
* Intermediate:also has only one defect per piece of artifact but it is not highlighted. The player needs to locate the defect and sort it correctly.
* Advanced: contains multiple defects and is not highlighted. It is up to the player to identify and classify them correctly. Each stage of the game has a description of your goal and which roles you play.

**Variation**: thinking about a room with students of different levels of knowledge, implementing differentiated levels of difficulty. This configuration allows the game to be used in classes of different periods of the course.

### **Playful aspects of the game**

* Instigate the student to identify the errors by mixing levels of difficulty.
* Facilitate access to rules and tips, encouraging you to continue playing.
* Use a timer to make the student feel challenged.
* Implementing an avatar interface can be more fun for the player (example InspSoft 2.0).

### **Contents**

* Software Requirements
* Computing Foundations

### **Examples in the literature**

InspectorX: POTTER, Henrique et al. InspectorX: A game for software inspection training and learning. In: Software Engineering Education and Training (CSEE&T), 2014 IEEE 27th Conference on. IEEE, 2014. p. 55-64.

InspSoft 2.0: LOPES, Adriana et al. InspSoft 2.0: Um Jogo para o Ensino de Inspeção de Software. XII Simpósio Brasileiro de Qualidade de Software (SBQS 2013), p. 95-107, 2013.
Answer a Quiz via mobile device

### **Proposed activity**

Using your cell phone, the student registers in the game using a nickname. The questions are presented by the teacher through a projector. The student has time to read the question that is projected and after this period a timer appears with the time for the question to be answered. At the end of this time, the student receives a message (feedback) on the screen of the cell phone stating whether he or she has been correct. In the screen of projection appears a graph informing the quantity of answers for each alternative and emphasizing the correct question.

### **Playful aspects of the game**

* Use the phone to answer the questions.
* There is a motivating factor in the game by changing the difficulty level of the questions.
* Feedback after timeout for responses.
* Use animated / colored 3D bar charts to present the correct answer in a highlighted way.
* Ranking of players updated every round.
* The game may have a game version / version where only players who answer questions remain in the game, whoever goes wrong is eliminated.
* In this mode, you can use an avatar system showing the number of active players and as they are eliminated the avatars disappear.

### **Contents**

* This activity can be used for any content in order to remember or recognize previously discussed information.

### **Examples in the literature**

Lecture Quiz : WANG, Alf Inge; ØFSDAHL, Terje; MØRCH-STORSTEIN, Ole Kristian. An evaluation of a mobile game concept for lectures. In: Software Engineering Education and Training, 2008. CSEET'08. IEEE 21st Conference on. IEEE, 2008. p. 197-204.
Leisure suit Larry: Bikini beach volley

###

Разработчик

IP4U

###

Платформа

J2ME

###

Жанр

волейбол

**Leisure suit Larry: Bikini beach volley** (*«Ларри в выходном костюме: Пляжный волейбол в бикини»*) — ответвление официальной серии игр для мобильных устройств.

## Описание

Ларри выступает в роли тренера или владельца пляжной женской волейбольной команды. Изначально в ней всего две девушки, но по мере прохождения их число можно увеличить до десяти. За команду одновременно выступает пара спортсменок. От игрока требуется одолеть восемь команд соперников.

## Игровой процесс

Сперва игрок выбирает команду, это влияет только на символ, под которым он будет выступать. Затем двух девушек, у каждой есть пять видов характеристик: подача, борьба у сетки, наблюдательность, блокирование и выносливость. Матч происходит в полуавтоматическом режиме. Игрок влияет только на три ситуации: подачу, борьбу у сетки и защиту. В каждом из них на экране возникает полоска с делениями, нажатием кнопки нужно остановить ползунок в центральной серой позиции или по бокам от неё. Чем ближе к центру, тем выше успех действия. Матч состоит из двух партий. В каждой побеждает та команда, которая первой наберёт 7 очков. После двух побед матч считается выигранным и игрока награждают деньгами и очками. За доллары можно открыть новых девушек. В случае проигрыша игрок всё равно получает очки и деньги.

Во время матчей девушки теряют выносливость. Её можно восстановить во время выбора игроков с помощью массажа. Это отдельная мини-игра, где нужно вовремя нажимать подсвечивающиеся кнопки направления. Если игрок будет успешен, выносливость восстановится, если нет — упадёт.

## Интересные факты

* В России игру официально продавала компания PlayMobile.
Remember

This level of knowledge is related to remembering or recognizing content previously addressed, without necessarily understanding, using or modifying (FERRAZ; BELHOT, 2010).

The subject to be evaluated should be in accordance with what was delivered in the classroom or with the material made available to the students, always focusing on a small amount of content, such as a unit or a lesson. This keeps the objective of the game that is helping to reinforce the concepts.

Remember the material previously taught. It tests the observation and retrieval of information, at the same time, "bringing to mind the appropriate information" (ZORZO et al., 2017).

## **How to evaluate:**

* Through activities in which the student should remember the information presented to him.
* Recognition of terminologies.
* Recognition of forms and meanings related to content.

## **Suggested verbs:**

List, rename, define, describe, identify, match, point, enumerate, name, highlight, remember, remember, recognize.
Identify skills or activities with multiple choice issues

### **Proposed activity**

Using a digital game, implement challenges where the student should choose one or more correct alternatives according to the question. For example, show various skills related to software engineering roles and request that the skills that are related to the requirements analyst be marked.

### **Playful aspects of the game**

* Include a visual, with images and objects, within the context of the story.
* Tasks should be time controlled (using a timer on the screen).
* Present forms of the student to have access to help / tips.
* Let the student always be well informed of what is happening, such as number of attempts, number of errors, if the answer is correct or incorrect.
* Create variations on how to provide the alternatives, as shown in the screenshots above.

### **Examples in the literature**

The Requirements Island - (http://qgsoft.com.br/requirement\_island/) - Challenges 2 and 7

THIRY, R. Q.; MARCELLO, G. Development of a game to support the teaching of requirements engineering: the requirements island. Proceedings of SBGames, SBC, Florianópolis, Brazil, p. 358-361, 2010.
Learning Level

Learning levels help in the task of defining the learning objectives, where some authors (Bloom, 2005; FERRAZ, BELHOT, 2010; ALWEE et al., 2011) suggest the Bloom Taxonomy as a tool for classifying objectives, assisting in the planning, organization and control of these objectives.

The levels of learning considered in this catalog belong to the domain of behavior categorized by Benjamin Bloom as cognitive domain, which is related to learning and / or mastering a knowledge.

For the description of the categories of this domain are used the verbs: Remember, Understand, Apply, Analyze, Evaluate and Create.

The domains of affective (that is related to emotional and affective area) and psychomotor (related to specific physical abilities) behavior will not be considered in this catalog because the focus is to classify the acquisition of knowledge, not demeaning these two domains.

We use these levels of learning when we describe Learning Objectives.

**Learning Objectives** are definitions of what students are expected to be able to know or do after a period of instruction, such as a unit or class. These goals help the teacher to define what they want their students to know or to do. They are considered as a starting point for thinking about how to teach a content and how it will be evaluated.

A recommended practice for the preparation of a class is to establish the learning objectives, to check the students' previous knowledge, to apply the class, to evaluate the students, and to verify if they have achieved the desired objectives. The verification of the students' previous knowledge can help in choosing the approach to be used to present the content, therefore, the teacher can use what the student knows and carry this knowledge in the construction of examples that make more sense the student's reality, avoiding constraints for both.

## **Learning Level**

* Remember
* Understand
* Apply
* Analyze
* Evaluate
* Create
Lug

**Lug** jest jednym z koni celtyckich.

Znajdź wszystkie 5 liter ogamicznych z przepowiedni, korzystając z jego wróżbiarskich mocy każdego dnia.

Po ukończeniu przepowiedni otrzymasz jedną z następujących nagród:

* 1 x Piorun Zeusa
* 1 x Lonża
* 5 x Punkt dorastania

Ten koń nie może zostać sprzedany.

Jego umiejętności można rozwijać za pomocą Kuponów.
Alga

**Alga** jest jednym z koni z Królestwa Roślin.

Nie musi pić – zamiast tego możesz ją podlewać.

Umiejętności tego konia rosną, gdy dostarczasz mu łajno w ramach limitu wyznaczonego na podstawie łącznych umiejętności najlepszego konia w grze. Tempo rozwoju umiejętności zależy od ilości otrzymywanego łajna oraz aktualnej pory roku w grze.

Gdy osiągnie 300 pkt. umiejętności można ją przystrzyc. Jej umiejętności zostaną wówczas zresetowane do 0, lecz w zamian otrzymasz 10 starych kuponów!

Ta klacz nie może zostać sprzedana.
Organize data by category

### **Proposed activity**

In this activity the student receives eight virtual cards and must separate into two categories of requirements: functional or non-functional. Using the drag-and-drop system, it must sort these requirements. The game offers two tips to aid in the decisions. On the screen, feedback is always present to show the player the possibilities or actions taken, such as playing time, number of tips and number of attempts.

**Variation**: This activity can be implemented in a
digital game or adapted for a card game.

### **Playful aspects of the game**

* Use of time marker to increase the sensation of competitiveness between player and machine.
* Vary the form of interaction with the user (organize letters, fill columns, etc.).
* Progressively increase the difficulty.

### **Examples in the literature**

The Requirements Island - (http://qgsoft.com.br/requirement\_island/) - Challenge 4

THIRY, R. Q.; MARCELLO, G. Development of a game to support the teaching of requirements engineering: the requirements island. Proceedings of SBGames, SBC, Florianópolis, Brazil, p. 358-361, 2010.
Ordering of phases or flow of a process

### **Proposed activity**

Using a digital game, implement challenges where the student should order the phases or flow of a process. An alternative implementation is using the drag / drop system, taking the boxes to the indicated locations and placing them in the correct order.

### **Playful aspects of the game**

* Include a visual, with images and objects, within the context of the story.
* Tasks should be time controlled (using a timer on the screen).
* Present forms of the student to have access to help / tips.
* Let the student always be well informed of what is happening, such as number of attempts, number of errors, if the answer is correct or incorrect.

### **Examples in the literature**

The Requirements Island - (http://qgsoft.com.br/requirement\_island/) - Challenges 1 and 6

THIRY, R. Q.; MARCELLO, G. Development of a game to support the teaching of requirements engineering: the requirements island. Proceedings of SBGames, SBC, Florianópolis, Brazil, p. 358-361, 2010.
Byk

**Byk** jest jednym z koni Zodiaku.

Każdego dnia po obudzeniu, możesz znaleźć 1 x Piorun Zeusa.

Jeżeli urodziłeś się pod tym znakiem, co roku w dniu urodzin otrzymasz od konia Byk 1 x 5-ty Żywioł, o ile zalogujesz się do gry w tym dniu (biorąc pod uwagę czas aktualizacji strony).

Co więcej, 21 maja, w czasie dziennej aktualizacji koń Byk trafia do jednego z graczy, którzy urodzili się pod jego znakiem.

Po zebraniu wszystkich 12 koni Zodiaku otrzymasz konia Wężownik.

Ten koń nie może zostać sprzedany.

Jego umiejętności można rozwijać za pomocą Kuponów.
Software Requirements

This area of ​​knowledge relates to the elicitation, analysis, specification, and validation of software requirements, as well as the management of requirements throughout the software product lifecycle. Software requirements express the needs and constraints imposed on a software product that contribute to the solution of some real problem (IEEE-SWEBOK, 2014).

### **General competencies expected**

Perform the elicitation, analysis, specification and validation of software requirements; manage requirements throughout the software lifecycle; to define the architectural and detailed design of a software for its construction (ZORZO et al., 2017).

### **Breakdown topics for Software Requirements**

#### **Software Requirements Fundamentals**

* Definition of a Software Requirement
* Product and Process Requirements
* Functional and Nonfunctional Requirements
* Emergent Properties
* Quantifiable Requirement
* System Requirements and Software

#### **Requirements Process**

* Process Models
* Process Actors
* Process Support and Management
* Process Quality and Improvement

#### **Requirements Elicitation**

* Requirements Sources
* Elicitation Techniques

#### **Requirements Analysis**

* Requirements Classification
* Conceptual Modeling
* Architectural Design and Requirements Allocation
* Requirements Negotiation
* Formal Analysis

#### **Requirements Specification**

* System Definition Document
* System Requirements Specification
* Software Requirements Specification

#### **Requirements Validation**

* Requirements Reviews
* Prototyping
* Model Validation
* Acceptance Tests

#### **Practical Considerations**

* Iterative Nature of the Requirements Process
* Change Management
* Requirements Attributes
* Requirements Tracing
* Measuring Requirements

### **Practices implemented for this content**

* Answer a Quiz via Mobile
* Perform tasks through requirement interpretation
* Organize data by category
* Ordering of phases or flow of a process
* Identify skills or activities with multiple choice issues
* Identification and classification of defects in codes or software requirements
* Challenge of questions and answers covering knowledge in three roles of Software Engineering
* Starting a project meeting the requirements requested by the client (paper and pen)
* Implementing a system functionality through document interpretation
* Interview with project team to assess requirements
Slide Whistle

Slide Whistle is a female contestant currently competing in Fight In Flight.

## Personality

Slide Whistle is nice to most contestants and will apologize for any bad actions. She can see the bad in people and has a sharp eye for uncooperative teammates. With Her mind she is calm.

## Trivia

* Whisk has a similar body structure to characters such as pencil from the BFDI series, thin characters limbs are usually close together and are usually facing sideways to have enough space.
Practicing Scrum methodology building paper artifacts

### **Proposed activity**

Using paper and pens, students form teams (an average of 6 students) to work on a project where, each with its function, they will have to build boats, hats and paper airplanes. The teacher explains the objectives and rules of the game, and gives the students time to train the construction of the products. The game is divided into 5 steps: (1) estimating the points of the user's story: placing cards on the wall with the tasks to be performed and the time to execute them; (2) Sprint Planning: Estimate how many of the tasks placed on the wall will be able to end in that Sprint; (3) Sprint running: perform the selected tasks and do the daily meeting at the end; (4) Sprint assessment: students present the products they have created and these will be evaluated by the teacher (eg if the airplane flies); (5) release of the product: the scores of each group are checked against the tasks performed and completed.

### **Playful aspects of the game**

* Using metaphors (building paper boats) to simulate a software product
* Create a framework with the project execution steps
* Use colorful post-it to describe tasks
* Stipulate time for each task causing competition to occur between teams

### **Contents**

* Software Engineering Management
* Software Engineering Models and Methods
* Software Engineering Processes

### **Examples in the literature**

SCRUMIA : WANGENHEIM, Christiane Gresse Von; SAVI, Rafael; BORGATTO, Adriano Ferreti. SCRUMIA—An educational game for teaching SCRUM in computing courses. Journal of Systems and Software, v. 86, n. 10, p. 2675-2687, 2013.
Convincing difficult people to accept a project

### **Proposed activity**

Through a simulation of a kick-off meeting of a software project, a group of students will play different roles within a project. One student will play the role of project manager and the others will receive cards with their functions and personalities difficult to live with. The project manager must be able to sign the project acceptance of all members, and these members will act according to their personalities, causing the manager to have to work with these different temperaments in order to establish order and participation in the project. Each time the manager manages to treat the member appropriately (with attitudes outlined on the employee's profile card) this person will change his behavior and will agree to sign the acceptance of the project.

### **Playful aspects of the game**

* Card game with caricatured characters
* Varied personalities can generate comic situations
* Interaction among team members
* Dynamic and fun practice

### **Contents**

* Software Engineering Management
* Professional Practice of Software Engineering

### **Examples in the literature**

**Lidando com Pessoas Difíceis** : WANGENHEIM, Christiane Gresse Von; CARVALHO, Osório Pereira; BATTISTELLA, Paulo Eduardo. Ensinar a Gerência de Equipes em Disciplinas de Gerência de Projetos de Software. Revista Brasileira de Informática na Educação, v. 21, n. 1, 2013.
The Poisontail

**The Poisontail**

Class: Poison

Appearance: Shades of purple, blue, and lime green, horns, frill, spikes on chin, four legs, isosceles on tail

Sleeping Habits: Sleep like humans

Habitats: Jungles

Abilities: Tail injects a poison into the prey that slowly causes the body systems to shut down, breathes toxic gases with the same effect

Strenghts: Horrible breath keeps enemies away, can use smaller size to its advantage

Weaknesses: Smaller than most dragons

Size: A little bit taller than a human

Egg: Purple with a green flower shape in the center

Bio: The poison from a Poisontail starts with the nervous system. Once the nervous system is shut down, it moves on to the muscular system, and then the skeletal system until the victim is completely immobilized. Then, the Poisontail eats. They like to prey on Junglefangs, who are way bigger and stronger, but also easily scared. Poisontails live in packs with other Poisontails and will always defend their friends.

Diet: Meat, fruits, and vegetables

Trainable: Yes

How to Train a Poisontail: Warning! Close contact with a Poisontail may result in paralyzation in the entire body. To prevent this, bring food as an offering. They will not eat you then. Instead, they will most likely welcome you with open talons. These dragons need lots of food because they have small territories and lots of mouths to feed, so anything edible is welcome. Pro tip: do not bring weapons. Poisontails are a bit skittish and will attack if they see any sharp objects.

Facts:

* The antidote for the poison is a combination of orchids and cocoa beans grounded into a pulp and ingested by the victim.
* Nearly a thousand years ago, Poisontails were nearly hunted to extinction by an invasion of other dragons on their origin planet. This is why they can be a bit skittish around sharp objects.
* While eatin poisonous jungle frogs will kill most dragons, to Poisontails, it is a delicacy. It also helps a growing Poisontail's poison develop.
* Poisontails can craft nests in the trees out of leaves and vines, which keeps their eggs away from ground predators.
* Adult Poisontails will often leave their young in a pit of snakes to test the dragon's ability to survive. Of course, if things get sticky, they will pull the dragon out of harm's way.
Zestaw Posejdona

Podczas każdego sztormu Posejdon traci kilka łusek, które są wykorzystywane do produkcji magicznego ekwipunku dla koni. Przedmioty zrobione z łusek przekazują część mocy Posejdona dla swoich właścicieli. Twój koń posiada ekwipunek, który może być wykorzystywany w zawodach klasycznych, jak i westernowych.

Każda część ekwipunku zapewnia +6 premii do wszystkich umiejętności konia.

Aby móc skorzystać z tego Zestawu, twój koń musi mieć ponad 3 lata.

cena: 3 stare kupony

## Zawartość zestawu

* owijki
* nauszniki
* uzda
* siodło
* czaprak
The Stormbreather

**The Stormbreather**

Class: Lightning

Appearance: Storm colors such as grey, purple, and blue, four wings, lightning-shaped horns

Sleeping Habits: Sleep like humans

Habitats: Anywhere with good storm grounds and lots of metal for lightning

Abilities: Can fly very fast due to four wings, can literally breathe life into storms, can summon lightning, uses wings to create large gusts of wind

Strengths: Fast flier, create storms, summon lightning, generally powerful, creates winds

Weaknesses: Nobody's found one yet...

Size: Three times as tall as a human

Egg: Grey with a lightning bolt cutting through it

Bio: The Stormbreather is sometimes known as the King of Storms and the Master of the Skies. They can not only create regular thunderstorms but can also summon others like snowstorms and hurricanes. Stormbreathers are often the pack leaders, and they rule over other Lightning Class dragons. Stormbreather families usually have nests made out of all the scrap metal in the area, for getting repeatedly struck by lightning helps a young Stormbreather gain control over its powers.

Diet: Mostly meat, but sometimes fruits and vegetables

Trainable: Yes

How to Train a Stormbreather: Attract a Stormbreather with metal. The metal will draw the dragon in and lure it close to you until it realizes that you are not enemies. Give it the metal as an offering, and it will like you pretty quickly. It may even let you ride on it.

Facts:

* Stormbreathers tend to collect metal due to its electrical properties.
* The Stormbreather is said to be the first Lightning Class dragon ever since all the other species in that class are subspecies to the King of Storms.
* While the Waterclaw is known for being the most bloodthirsty, the Stormbreather is notably one of the wisest dragons in all of existence. They are also known to be natural leaders.
* Though it's fairly easy to train a Stormbreather (at least, compared to other dragons), they are incredibly powerful and will smite anyone who attacks their pack.
* Enemies, beware! The Stormbreather carries a grudge. If you do something to them, they will track you down and strike you with ten bolts of lightning at once.
All of the Dragons Wiki

## The Great Dragons

The dragons of the universe are out there, waiting to be discovered! Each one has a specific class: Earth, Air, Plant, Fire, Water, Cold, Barb, Lightning, Sound, Death, Spirit, Dark, Light, or Poison. They have secrets that are waiting to uncovered! Learn about each dragon and their abilities here.

(Note: All of the dragons here are being used in books that nobody knows about because they have not been written yet, so please do not make statements claiming these dragons as yours. However, feel free to write short stories about these dragons, but do not publish them as a real book.)

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
The Pakistani Pointscale

**The Pakistani Pointscale**

Class: Barb

Appearance: Black line beneath sharp spikes along back and tail, black nostril horn and regular horns, red body, spikes along jaw, grey underbelly, spikes on forelegs, no wings

Sleeping Habits: Sleep like humans

Habitats: Mostly caves

Abilities: Can throw spikes from tail, spikes eject from wrists can be used as daggers along with the spikes on forelegs

Strengths: Uses tail to throw spikes, daggers eject from wrists, spikes on forelegs help with battles

Weaknesses: Can't fly, which gives other dragons the advantage

Size: Twice the size of a lion

Egg: Red with a black eye and spikes coming off of the sides

Bio: The Pakistani Pointscale is a territorial, powerful, prickly dragon. They have many weapons along with the usual teeth, talons, and fire. The spikes on their spine never run out, like shark teeth. Pointscales live in packs with other Barb Class dragons. In a pack, Pointscales will specialize in a certain subject to teach the young, sort of like dragon school.

Diet: Meats and fruits

Trainable: Yes

How to Train a Pakistani Pointscale: Find a Pointscale pack and bring food so they don't get all territorial and send a spike to your heart. Let them sniff you and then decide whether or not to trust you. If they accept you, good for you! If they don't, leave and stay gone. A small reccomendation: don't try to ride a Pakistani Pointscale. They have that name for a reason.

Facts:

* Although they were first found on Earth living in Pakistan, most Pakistani Pointscales don't live there. Instead, they prefer places like Mexico.
* Despite their scary devil-like appearance, Pakistani Pointscales are actually quite friendly, but only as long as they like you.
* Pakistani Pointscales can't fly, but they can move through the 4th dimension to get from place to place (sort of like teleporting, but really moving through space and time). Other dragons can also do this, but Pointscales are the best at it.
* Pointscales are said to ward off evil spirits, so many people have stone replicas of the dragon throughout their house. However, in some places, they are a symbol of the devil, so it's a matter of perspective that judges these dragons.
* It doesn't matter if you've killed a kraken, because your Pointscale friend will have always caught one at least three times bigger. In other words, Pointscales are boasters.
The Thunderwind

**The Thunderwind**

Class: Air

Appearance: Shades of blue with nostril and chin horn, regular horns, small horn frill on jaw, no legs, large wings

Sleeping Habits: Sleep like humans

Habitats: Clouds

Abilities: Can create large winds with wings, blends in perfectly with sky, breathes powerwinds (the winds of a hurricane)

Strenghts: Stops other dragons from getting close with winds, can become impossible to see in the sky

Weaknesses: Cloudy days where they can't blend in, fighting storm-based dragons

Size: Twice as tall as a human

Egg: Dark blue with a light blue wind symbol

Bio: The Thunderwind is a mystical dragon. They build homes out of clouds and spend almost their entire life flying. They aren't very territorial and share their homes with other Air Class dragons --- or at least live above them. Thunderwinds almost never have contact with humans, so little is known about the behaviors of this dragon. What we do know is that they eat, sleep, play, hunt, and do everything else while flying.

Diet: Meat, fruits, and vegetables

Trainable: Unknown

How to Train a Thunderwind: If you do come face-to-face with a Thunderwind, start by giving gifts of food. Show them that you're not a threat. They may or may not like you, but since humans know very little about these dragons, it's still a start.

Facts:

* Thunderwinds can track almost anything that has traveled through the air, but it is much harder for them to track on the ground.
* The Thunderwind doesn't need much oxygen to function. Since they live at high altitudes, this is a very useful ability to have.
* Thunderwinds have been known to accidentally start hurricanes and tornados by breathing powerwinds or creating strong winds with their wingbeats. Hurricane Katrina was an accidental storm created by a Thunderwind facing off with a Stormbreather.
* Because Thunderwinds migrate due to wind patterns, they can glide for days without using any wingbeats. This is also due to their high altitude home.
* When a Thunderwind dies, its family offers its body to the sky for three days so their spirit would be allowed to come back as another Thunderwind.
Ich Liebe Dich

**Ich Liebe Dich** jest boskim koniem, patronem zakochanych.

Ich Liebe Dich zapewni Ci 2 x Diament każdego 14. dnia miesiąca (po codziennej aktualizacji), pod warunkiem że zalogujesz się co najmniej raz w ciągu 3 poprzednich dni.

W lutym, jeśli jesteś hodowcą swojego konia Ich Liebe Dich, możesz przekazać go któremuś ze znajomych.

Ten koń nie może zostać sprzedany.
The Bulgarian Blazemaster

**The Bulgarian Blazemaster**

Class: Fire

Appearance: Several shades of red and orange wih nostril horn, regular horns, four legs, and a fire-shaped tail fin

Sleeping Habits: Sleep like humans

Habitats: Volcanoes and deserts

Abilities: Can replicate any blaze except for that of a Hearthfire, fireproof skin

Strenghts: Can withstand extreme heats, can replicate almost every blaze

Weaknesses: Cold

Size: Twice as tall as a human

Egg: Orange egg with a red blaze symbol

Bio: Bulgarian Blazemasters are interesting Fire Class dragons. They prefer volcanic islands or planets, but will settle for deserts. They live in small packs with other Blazemasters. This type of dragon can not only replicate blazes, but can also replicate lava. Some examples of blazes the Blazemaster can copy are moonflame, starfire, and shadowflame. Blazemasters often live where Hearthfires are nearby, for their fire is the one fire they cannot copy.

Diet: Mostly meat, but once in a while they will find fruit to eat

Trainable: Unknown

How to Train a Bulgarian Blazemaster: Nobody's been able to survive the extreme heat that the Blazemaster lives in, but if you can get close, don't surprise one. They might get spooked and cook you. Try giving them food, and maybe they will accept you.

Facts:

* Bulgarian Blazemasters sleep in lava to keep warm.
* As a baby, the Bulgarian Blazemaster has little control over its fire, so Blazemasters usually live away from all vegetation in fear of starting a large fire.
* To scare off larger dragons, Blazemasters will set themselves on fire to show power.
* Blazemasters can combine different types of fire to create an immensely powerful flame that has the properties of all the fires used to create it.
* Scientists say that the reason that the Blazemaster can replicate fires is because of several dozen more fire sacs than usual.