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Authors: Rodrigo Henrique Barbosa Monteiro 1 ; Maurício Ronny De Almeida Souza 2 ; Sandro Ronaldo Bezerra Oliveira 1 and Elziane Monteiro Soares 1

Affiliations: 1 Graduate Program in Computer Science (PPGCC), Federal University of Pará (UFPA), Belém, Pará, Brazil ; 2 Graduate Program in Computer Science (PPGCC), Federal University of Lavras (UFLA), Lavras, Minas Gerais, Brazil

Keyword(s): Software Engineering Education, Gamification, Framework, Evaluation, Case Study.

Abstract: Context: gamification has been largely used to increase the engagement and motivation of students and professionals in their organizations, with a variety of models/frameworks for developing gamified approaches. Problem: the empirical data published so far are not sufficient to elucidate the phenomena resulting from the use of gamification, as there is no standardization in the specification of evaluation strategies, methods of analysis and reporting of results. Objective: therefore, the objective of this study is to present and discuss the use of a framework for the evaluation of gamification in the context of software engineering education and training. Method: for this, we executed a case study, in which the framework was used to support the design of an evaluation study for a gamification case in a software process improvement research group in a public university. Results: We report the main findings from observations and reports from the applicator of the case study, and 11 rec ommendations for the design of evaluation studies supported by the framework. Our main findings are: providing examples of usage of the framework improves its understanding, the framework helped the applicator in understanding that qualitative and quantitative data could be use in compliment to each other, and it helped streamlining the design of the evaluation study, considering the consistency between data to be collected, evaluation questions, and the goals of the evaluation study. (More)

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Paper citation in several formats:
Monteiro, R. ; Souza, M. ; Oliveira, S. and Soares, E. (2022). The Adoption of a Framework to Support the Evaluation of Gamification Strategies in Software Engineering Education. In Proceedings of the 14th International Conference on Computer Supported Education - Volume 2: CSEDU; ISBN 978-989-758-562-3; ISSN 2184-5026, SciTePress, pages 450-457. DOI: 10.5220/0011040900003182

@conference{csedu22,
author={Rodrigo Henrique Barbosa Monteiro and Maurício Ronny De Almeida Souza and Sandro Ronaldo Bezerra Oliveira and Elziane Monteiro Soares},
title={The Adoption of a Framework to Support the Evaluation of Gamification Strategies in Software Engineering Education},
booktitle={Proceedings of the 14th International Conference on Computer Supported Education - Volume 2: CSEDU},
year={2022},
pages={450-457},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0011040900003182},
isbn={978-989-758-562-3},
issn={2184-5026},
}

TY - CONF

JO - Proceedings of the 14th International Conference on Computer Supported Education - Volume 2: CSEDU
TI - The Adoption of a Framework to Support the Evaluation of Gamification Strategies in Software Engineering Education
SN - 978-989-758-562-3
IS - 2184-5026
AU - Monteiro, R.
AU - Souza, M.
AU - Oliveira, S.
AU - Soares, E.
PY - 2022
SP - 450
EP - 457
DO - 10.5220/0011040900003182
PB - SciTePress