Gamification in Software Engineering Education: a Tertiary Study

Fuente: arXiv
Salvato in:
Dettagli Bibliografici
Autori principali: Tonhão, Simone, Shigenaga, Marcelo, Herculani, Julio, Medeiros, Andressa, Amaral, Aline, Silva, Williamson, Colanzi, Thelma, Steinmacher, Igor
Natura: Preprint
Pubblicazione: 2024
Soggetti:
Accesso online:
Tags: Aggiungi Tag
Nessun Tag, puoi essere il primo ad aggiungerne!!
_version_ 1866911870750818304
author Tonhão, Simone
Shigenaga, Marcelo
Herculani, Julio
Medeiros, Andressa
Amaral, Aline
Silva, Williamson
Colanzi, Thelma
Steinmacher, Igor
author_facet Tonhão, Simone
Shigenaga, Marcelo
Herculani, Julio
Medeiros, Andressa
Amaral, Aline
Silva, Williamson
Colanzi, Thelma
Steinmacher, Igor
contents As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through game-derived elements. This paper presents a tertiary study investigating the application of gamification in Software Engineering (SE) education. The study was conducted in response to recent systematic literature reviews and mappings on the topic. The findings reveal that the areas of SE most frequently gamified are Software Testing and Software Quality, with competition and cooperation being the most commonly utilized gamification elements. Additionally, the majority of studies focus on structural gamification, where game elements are employed to modify the learning environment without altering the content. The results demonstrate the potential of gamification to improve students' engagement and motivation throughout the SE learning process, while also impacting other aspects such as performance improvement, skill development, and fostering good SE practices. However, caution is advised as unplanned and incorrectly applied gamification measures may lead to significant declines in performance and motivation. (English Version of the paper in Portuguese available here: HTTP://doi.org/10.1145/3613372.3614193
format Preprint
id arxiv_https___arxiv_org_abs_2405_05209
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Gamification in Software Engineering Education: a Tertiary Study
Tonhão, Simone
Shigenaga, Marcelo
Herculani, Julio
Medeiros, Andressa
Amaral, Aline
Silva, Williamson
Colanzi, Thelma
Steinmacher, Igor
Software Engineering
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through game-derived elements. This paper presents a tertiary study investigating the application of gamification in Software Engineering (SE) education. The study was conducted in response to recent systematic literature reviews and mappings on the topic. The findings reveal that the areas of SE most frequently gamified are Software Testing and Software Quality, with competition and cooperation being the most commonly utilized gamification elements. Additionally, the majority of studies focus on structural gamification, where game elements are employed to modify the learning environment without altering the content. The results demonstrate the potential of gamification to improve students' engagement and motivation throughout the SE learning process, while also impacting other aspects such as performance improvement, skill development, and fostering good SE practices. However, caution is advised as unplanned and incorrectly applied gamification measures may lead to significant declines in performance and motivation. (English Version of the paper in Portuguese available here: HTTP://doi.org/10.1145/3613372.3614193
title Gamification in Software Engineering Education: a Tertiary Study
topic Software Engineering
url https://arxiv.org/abs/2405.05209