Gamification and Evaluation of the Use the Agile Tests in Software
Quality Subjects: The Application of Case Studies
Isaac Souza Elgrably and Sandro Ronaldo Bezerra Oliveira
Graduate Program in Computer Science, Institute of Exact and Natural Sciences,
Federal University of Pará, Belém, Pará, Brazil
Keywords: Gamification, Learning, Teaching, Education, TDD, Agile Tests.
Abstract: With the greater immersion of software development teams to agile methods and practices, it became
necessary for students to have earlier contact with Agile Testing practices. Thus, this study aims to use the
gamification concepts to stimulate the support to teach and engage the motivation of students in the
Software Quality subject taught in postgraduate and undergraduate courses in computer science. For this,
classes were set up to teach agile tests that used games elements as motivation for students. Therefore, this
research resulted in an enrichment of the knowledge of these students in testing practices. This work aims to
contribute to the teaching of agile test practices for students, aiming at a better preparation for the software
development market. It was also verified that the use of gamification elements for the teaching of agile tests
was efficient, because the participating students dedicated themselves more to the tasks and were
participative in all the different types of classes.
1 INTRODUCTION
Software Testing is one of the main activities that
are part of software quality assurance. Additionally,
studies show the increasing adoption of agile
methodologies in the software industry, where until
the 2018 three out of four Information Technology
companies in the world will be using the agile
methodologies in their work, prioritizing the
delivery of value, efficiency, security and
assertiveness (Gartner, 2015). As one of the agile
techniques, we have the Agile Tests, where,
according to Nadalete and Kryszczun (2013), agile
testing requires a strong adaptation in the routine
and dynamics of the team in relation to the
development process adopted.
However, the teaching of agile tests still has
several limitations, since this topic requires that the
student has a certain knowledge of programming and
techniques of software quality, which may not
happen the adequate absorption of these contents by
the students when teaching is restricted to theoretical
classes. Thus, the phenomenon of gamification
(Werbach and Hunter, 2012), which consists in the
use of the games elements outside their context, is
used to mobilize the subjects to act, to help solve
problems and to promote learning (Kapp, 2012).
Additionally, Kapp (2012) defends the proposal to
use the games elements to involve the students to
stimulate their learning. Perhaps one of the great
advantages of using gamification in education is to
provide a system in which students can visualize the
effect of their actions and learning as the activity
progress happens, making it easier to understand the
relationship of the parts with the everything, as in
games (Fardo, 2013).
In this context, we used a set of programming
techniques adopted by agile development teams,
such as DOJO (Luz and Neto, 2012) and LAB
(Programming Laboratory), with the objective of
providing a practical teaching of agile tests, giving a
greater emphasis on practice of TDD (Test Driven
Development). A technique developed by Beck
(2010), which describes an evolutionary approach to
development, where it must write a test before
writing a sufficient production code to perform this
test and perform its refactoring, thus doing that code
is born tested. In parallel with these classes, students
participated in a game, as in (Freitas et al., 2016), in
which they got achievements in each of the classes.
Thus, the objective of this paper is to report and
discuss the results obtained in the application of
these techniques for the teaching of Agile Testing in
416
Elgrably, I. and Oliveira, S.
Gamification and Evaluation of the Use the Agile Tests in Software Quality Subjects: The Application of Case Studies.
DOI: 10.5220/0006800304160423
In Proceedings of the 13th International Conference on Evaluation of Novel Approaches to Software Engineering (ENASE 2018), pages 416-423
ISBN: 978-989-758-300-1
Copyright
c
2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
a Software Quality subject, which was taught in
postgraduate and undergraduate courses in computer
science. The study presented in this paper has the
purpose of analyzing and discussing the results
obtained by the classes with the teaching practices
mentioned, considering the gamification as a
motivating point. Thus, this research aims to
contribute to the teaching of agile test practices for
students, aiming at a better preparation for the
software development market, and to discuss how
the elements of gamification can contribute as a
motivating teaching technique and trying to show
that the gamification is much more than a set of
points, medals and progress bars, as well as
criticized (Chou, 2015).
One of the reasons for the concern with the
teaching of Agile Testing with a focus on the
practice of TDD is that in the research conducted by
Elgrably and Oliveira (2017), it was verified that the
TDD practice is one of the main agile test techniques
used in the software development of Brazilian
industry and most of the MPT-Br (Brazilian Test
Improvement Model) consultants find it difficult to
implement the technique, where one of the main
reasons is the little or no prior knowledge of the
technique by the developers.
2 RELATED WORKS
In order to identify works that propose the use of
gamification as support to teaching, not necessarily
to the teaching of Agile Tests, a search was made
in the specialized literature with emphasis on
published papers. No work found focuses on the
teaching of Agile Testing, using gamification as
a motivation to aid teaching. This already
underscores the importance of this study,
demonstrating the relevance and originality of the
case studies carried out.
There are studies that propose the use of
gamification as teaching support, without the use of
software or applications, only the elements of
gamification to support students. Thus, authors of
the (Freitas et al., 2016) work created a gamified
environment for the subject of Fundamentals of
Computer Architecture. The central element of the
game was the duel of knowledge among students
enrolled in the subject, either individually or in a
group, where the purpose of the game is to
accumulate points that were the final mark of the
student in the subject. The work described in this
paper has the differential of application of
techniques used by agile development teams, such as
DOJO and Programming Laboratory; to be more real
challenges for students, because it motivates them to
learn in depth techniques to be able to meet
challenges of programming that were developed.
Finally, in the work of Matsubara and Silva
(2017), the authors present a process of gamified
experience with volunteers in a laboratory, aiming
the teaching of the subject of Software Engineering,
in order to know if “the elements of games and the
game design enhances learning in a Software
Engineering subject?”. In this work, the game
elements are well defined using elements such as:
points, levels, challenges, and feedback, among
others. The work being presented in this paper has
the differential of having been carried out the Case
Study in a Software Quality subject, so different
from volunteers the competitive aspect was more
impacting, as the result of the Case Study reflected
directly in grades of the students in the subject, and
later the Case Study was replicated making changes
that were collected through interviews in class with
students at the end of the case study, enabling an
improvement in the learning process and in the
structure of the gamification.
3 THE SOFTWARE QUALITY
SUBJECT
The Software Quality subject, which used in the
Case Study described in this paper, is offered every
semester to regular and special postgraduate (master
and doctoral courses) and undergraduate students in
Computer Science. It is a subject considered as
optional for the training of these students in the
Software Engineering research area. Currently, the
course is taught by a professor with a broad
academic experience (with a master's, doctoral and
postdoctoral degree in Software Quality, having
graduated more than 40 master's and doctoral
students in this research area) and professional
(being certified in MPS.BR, CMMI, CERTICS,
MEDE-PROS – Software Product Quality
Assessment Method). All students of this professor
act actively in the administration of this subject
based on monitoring and practices. The discipline
discusses aspects related to Software Engineering
and its subareas and its content is made through
expository classes, debates, exercises and
elaboration of practical works accompanied by the
responsible professor and his monitors.
Gamification and Evaluation of the Use the Agile Tests in Software Quality Subjects: The Application of Case Studies
417
4 THE GAME OF AGILE
TESTING
The Software Quality subject was the context of the
case study that will be presented and had the
following Research Question (QP): Does the use of
gamification aid the engagement of the class and
increases the learning about the topic of Agile Tests
in the Software Engineering area?
In order to answer this QP, a gamified classroom
was created for this case study, which has the
following elements: physical space (classroom);
players (students); judges (monitors and professor);
the applied teaching methodology and rules of the
game; and other gamification elements that were
used, detailed in the next subsection.
4.1 The Methodology of the Case Study
The stages of accomplishment of the case study are
represented in Figure 1.
Figure 1: Stages of Realization of the Case Study.
The case study was carried out twice, the first in
a postgraduate class, divided in 6 days of classes,
being: 2 days of classic lectures with the Software
Testing theme, as well as their history, types of
Software Tests, Software Testing in traditional and
agile contexts, and especially the agile practice of
TDD and the "Agile Testing Quadrant" created by
Marick (2003) and modified by Gregory and Crispin
(2014); in the third class students participated in a
DOJO of the Randori type; in the fourth class there
was a LAB practice with pairing; and in the sixth
class all students in the Case Study participated in a
feedback class on the practices used for teaching and
if the gamification met the expectations of the QP.
The second case study was carried out in an
undergraduate class and the feedback that was
collected in the first case study was taken into
account, so there was an addition of one more class.
In both case studies, at the beginning of the first
day of class, the students were informed that they
would be participating in a gamified classroom on
Agile Testing, and a spreadsheet with a gamification
was presented, an instrument responsible for
punctuating all the practices that the students would
exercise in the subject, such as: Daily Penalties,
which could be Fouls without Warning, Fouls with
Warning, Delays and Penalties (use cellphone,
disrupt class, use of laptop, etc.); Daily Bonuses,
which could be the presence of the students, an
initiative to question something about what was
being taught, suggestions for possible improvements
of the classes and participation, which would be any
other question about the classes that generated a
discussion in the class; General Bonus of Case
Study, are unique bonuses that were worth more
points for students.
These punctuation generated the gamification
score, in which the result of the first case study for
the postgraduate students had that the student with
the highest grade received a prize, and also
generated part of the grade of the students in the
Software Quality subject, using the following
formula: LAB * 0.04 + EvaluativeActivity * 0.04 +
Participations * 0.2. It is worth emphasizing that for
the participations were added all the Daily Bonus,
and the students who obtained more than 10
participations would receive the maximum score,
otherwise they would have the participation number
multiplied by 0.2. In the second case study, the
formula was slightly updated in order to increase the
students' competitiveness and performance: LAB *
0.04 + EvaluativeActivity * 0.04 + Participations *
0.032 (Number obtained through a rule of 3 with the
highest grade of participation in the case study). It is
worth emphasizing that the student with the most
participation points in the gamification level scored
the grade of the group above in Participations, which
were 62 points of participation.
4.2 The Game
The main element of the game is the competition
between the students, in which the knowledge on the
subject of Agile Testing was verified.
At the beginning of each class was presented the
previous result of the competition, showing the
points and the current Ranking of gamification, this
was done with the intention of promoting a fierce
competition among students, as in the (Hanus and
Fox, 2015) work. All the activities of the game,
when performed successfully, gave points. In Table
1 we can identify which elements of gamification
ENASE 2018 - 13th International Conference on Evaluation of Novel Approaches to Software Engineering
418
were used in each class and also the forms that the
students were able to score in each of them.
Table 1: Relationship between Class Types and
Gamification Elements and Points.
Class
Types
Gamification
Elements
Grades on the
Spreadsheets
Classical
Expository
Class
Points, Ranking,
Narrative
Presence, Participations
and Suggestions
DOJO
Class
Points, Ranking, List
of Challenges,
Learning Curve and
Activities in Teams
Presence, Participations,
Suggestions, Initiative and
Participation in DOJO
LAB Class
Points, Ranking, List
of Challenges,
Learning Curve,
Monitoring
Presence, Participations,
Suggestions, Initiative,
Participation in LAB,
Concluding of LAB and
Mini Game (LAB)
Evaluative
Class
Points, Ranking, List
of Challenges
Presence and Grade in the
Test
Feedback
Class
Points, Ranking,
Winning Prizes
Presence and Participation
In the first class was made the narrative of the
importance of the students' participation in the case
study, how the gamified classroom would work and
the punctuations. It was reported that there were two
judges (monitors) who were responsible for
punctuating the students' participation and at the end
of each class they would discuss the results that had
been obtained. From the beginning it was
encouraged that the students did not miss and
participate as actively as possible in the classes,
since their attendance and participation would
generate points for gamification.
In the classical expository classes the topics
covered in the Case Study were presented to the
students, an introduction to Software Testing was
done, later presented the main techniques and tools
used in the Agile Testing quadrant, with a greater
emphasis on TDD. In these classes the students
scored with their presence, active participation with
questions and discussions, making suggestions of
new topics that could be approached and
improvements that could be made in the material
used.
In the third class there was a greater focus on the
agile practice of TDD, presenting a kind of class of
DOJO of the Randori type, in which a list of
challenges related to code construction and testing.
In Table 2 it is possible to visualize the
functionalities and the test cases of this challenge.
In the beginning of the challenge one of the
monitors performed the first functionality and the
first test case with the support of the students
participating in the case study. Afterwards, the
students stayed in pairs, one pilot and the other co-
pilot, to finish the list of challenges and the other
students were as audience, being able to analyse
what was being done by the pair and discuss the
decisions, and to build strategies for when their
respective times of action in the challenge. Each
student had a time of 5 minutes in each function.
Table 2: Functionalities and Test Cases of DOJO
Challenge.
Functionalities Test Cases
It must make a Deposit Making a Deposit
It must consult the Balance Making a Bank Draft
It must make a Bank Draft
Duplicating a value of a
deposit
Is must add up to Investment Cashing out if value is less
than what is available
It must validate if a Bank Draft
is valid
Invaliding the Bank Draft
greater than available
In the fourth class of the second Case Study the
focus was on unit testing. The students performed
this mini-game in the format of LAB, thus formed
pairs for one of the activities, in which the students
made a list of challenges, with the possibility of
adding more test cases to increase their scores. In
this challenge the system codes were delivered to the
pairs and they had to build five test cases at least as
seen in Table 3.
Table 3: Test Cases of LAB Challenge.
Store System Challenge
Test Cases
testingProductsValues;
testingProductsAmmount; testingAddProducts;
testingSearchProducts; testingRemoveProducts
In the fourth class (fifth class in the second case
study) the focus continued to be the use of TDD and
the students are in pairs to perform one of the
activities with greater grade of the case study, the
LAB. In this activity the students performed a list of
challenges, with the possibility of adding more test
cases to increase their scores. Table 4 shows the list
of challenges.
In this challenge, the monitors observed the
performance of the students and evaluated the
following criteria for the grade: if the activity was
completed; if the cycle of TDD was used by the
students; and whether the refactoring was used in the
development of functionalities; in addition to
completing the gamification with suggestions given
by the students about the LAB activity, evaluating
the initiative of each one in the activity to perform
functionalities and test cases more than what was
requested in the challenge.
Gamification and Evaluation of the Use the Agile Tests in Software Quality Subjects: The Application of Case Studies
419
Table 4: Functionalities and Test Cases of LAB
Challenge.
Challenge 1
Functionalities
Writing Sum Function
Refactoring Sum Function (If necessary)
Test Cases
summingTwoPositiveNumbers
summingPositiveNumberWithNegative
summingDecimalNumbers
summingTwoZeroNumbers
Challenge 2
Functionalities
Writing Subtraction, Multiplication and
Division Functions
Refactoring the Created Functions (If
necessary)
Treating Division by Zero
Test Cases
Performing tests that validate its operation
(Operation with two positive numbers,
positive number with negative, decimal
numbers and operations with two zero
numbers)
Challenge 3
Test Cases
Making a test function with an assertion,
with the result of the expression (using the
classes already created): ((30 + 10) - 10) * 2
In the fifth class (sixth class in the second case
study), the results of the lessons learned were
evaluated, where an evaluation activity was carried
out with 9 objective questions and 1 discursive on
the topic of Agile Tests. This activity had greater
grade in the final score of the gamification, and from
it would be possible to analyze the students' learning
through the teaching practices that were chosen.
Finally, the sixth class (seventh class in the
second Case Study) was used to receive feedback
from students about what they found of the use of
gamification and the types of class adopted for the
case study, analyzing their interest in gamification,
agile testing, TDD, etc. In this class the students
earned punctuation with their presence and from the
following scale of participation: Little participation,
Regular Participation, Good Participation and
Excellent Participation.
5 THE EVALUATION OF THE
USE OF AGILE TESTING AND
THE STUDENTS MOTIVATION
In order to evaluate the learning, the results of the
LAB and the evaluation activity were used. Table 5
shows the LAB result from the first Case Study and
Table 6 from the second Case Study. In these tables
the ST acronym represents the Student.
Table 5: Results of the LAB II Challenge of the First Case
Study.
Challenge 1 Challenge 2 Challenge 3 TO
TAL
AC FT UR ND AC FT UR ND AC FT UR ND
ST 1 1 1 1 10 0 1 1 7 0 0 0 0 60
ST 2 1 1 1 10 1 1 1 10 1 1 1 10 100
ST 3 1 1 1 10 0 1 1 7 0 0 0 0 60
ST 4 1 1 1 10 1 1 1 10 1 1 1 10 100
ST 5 1 1 1 10 0 0 0 0 0 0 0 0 40
ST 6 1 1 1 10 1 1 1 10 1 1 1 10 100
ST 7 1 1 1 10 0 0 0 0 0 0 0 0 40
ST 8 1 1 1 10 1 1 1 10 1 1 1 5 90
ST 9 1 1 1 10 1 1 1 10 1 1 1 10 100
ST 10 1 1 1 10 1 1 1 8 0 0 0 0 66
ST 11 1 1 1 10 1 1 1 10 1 1 1 5 90
ST 12 1 1 1 10 1 1 1 8 0 0 0 0 66
ST 13 0 0 0 0 0 0 0 0 0 0 0 0 0
ST 14 1 1 1 10 1 1 1 10 1 1 1 10 100
The result obtained in the LAB activity had
criteria for the total grade of the students, where
from the three challenges the student needed: to
complete the activity (AC); to use the TDD flow to
perform each activity (FT); to use the code class or
the test class refactoring (UR). If the student
completed the criteria in the activity, he / she would
receive a flag of 1, otherwise a flag of 0. In the end,
one of the monitors would correct the code and give
a grade between 0 and 10 points, of the Challenge
Grade (ND). The formula of the total calculation for
each challenge was: AC * 4 + FT * 3 + UR * 3 +
ND * 2, which totalled 30 points per challenge, and
all participants were rewarded with 10 points for
participating in the LAB. In the first case study it
was evaluated that the 3 challenges would each be
worth 30 points plus the bonus, worth 10 points,
totalling the final value of the LAB challenge in 100
points. In the second case study it was continued that
each of the 3 challenges would be worth 30 points
each, but the bonus was changed so that the Tests
and the extra methods performed by the students’
pairs had a value of 0 to 10 points, as can be seen in
Table 6: Daily Bonus in Participations Class (PA5).
This was done with the intention of stimulating the
competitiveness and trying to extract the maximum
of the effort of the pairs in the activity.
ENASE 2018 - 13th International Conference on Evaluation of Novel Approaches to Software Engineering
420
Table 6: Results of the LAB II Challenge of the Second
Case Study.
Challenge 1 Challenge 2 Challenge 3
PA
5
TO
TA
L
AC FT UR ND AC FT UR ND AC FT UR ND
ST1 1 1 1 9 1 1 1 9 1 1 1 10 6 92
ST2 1 1 1 10 1 1 1 10 1 1 1 10 8 98
ST3 1 1 1 10 1 1 1 8 1 1 1 10 5 91
ST4 1 0 0 10 0 0 1 7 0 0 0 0 0 41
ST5 1 1 1 9 1 1 1 9 1 1 1 10 6 92
ST6 1 1 1 10 1 1 1 9 1 1 1 10 2 90
ST7 1 1 1 10 1 1 1 10 0 0 0 0 0 60
ST8 1 1 1 10 1 1 1 10 1 1 1 10 8 98
ST9 1 1 1 10 1 1 1 10 1 1 1 10 8 98
ST10 1 1 1 10 1 1 1 9 1 1 1 10 2 90
ST11 1 1 1 10 1 1 1 10 0 0 0 0 0 60
ST12 1 0 0 10 0 0 1 7 0 0 0 0 0 41
ST13 1 1 1 10 1 1 1 10 1 1 1 10 8 98
ST14 1 1 1 10 1 1 1 9 0 0 0 0 0 58
ST15 1 0 1 10 1 0 1 10 1 1 1 10 10 94
ST16 1 1 1 10 1 1 1 9 0 0 0 0 0 58
ST17 1 0 1 10 1 0 1 10 1 1 1 10 10 94
ST18 1 0 0 10 0 0 1 7 0 0 0 0 0 41
ST19 0 0 0 0 0 0 0 0 0 0 0 0 0 0
ST20 1 1 1 10 1 1 1 8 1 1 1 10 5 91
The students' results in the LAB class in the first
case study were considered satisfactory, with a mean
of 7.7 as a grade, with the exclusion of the missing
student. The possible causes cited by the students as
determining factors for the successful execution of
this challenge were highlighted in the feedback
class, such as: the use of pairing in the activity; and
in the pre-LAB class a DOJO of the Randori type
was performed. Student 13 missed the LAB activity;
soon he received the grade 0.
The students’ results in the LAB class in the
second case study were considered very satisfactory,
because even with the stimulus of competitiveness in
which only one pair obtained the 10 points in
Participations in the class, the general average of the
students was of 7.8, the student 19 missed. The
possible causes cited by the students as determining
factors for the successful execution of this challenge
were highlighted in the feedback class, such as: the
use of pairing in the activity; in the pre-LAB class a
DOJO of the Randori type was performed; and the
use of a non-evaluative LAB that enabled a first
experience with the practice. The student 19 missed
the LAB activity; soon he received the grade 0 in
this practice.
The other activity used for performance
evaluation was a traditional evaluative activity
(Test). The students also had results considered very
satisfactory. The spreadsheet used in the first case
study, containing the results that were obtained in
addition to several observations, is available at:
https://drive.google.com/file/d/0B1VyGWbovbpVckIt
bm1JbW h0c3c. Still on the result obtained in the
traditional evaluative activity of the first case study,
a peculiar case happened with the Student 6, who
obtained a maximum score in the LAB class, having
the largest number of participations in the case
study, but obtained one of the lowest grades in the
evaluation activity and in the feedback class. The
student when asked about the evaluation method of a

tional test stated that he always had a great
difficulty concentrating and excessive nervousness
when he participated in activities of this nature.
Most of the students present agreed that evidence in
the traditional model could cause a considerable
amount of stress for everyone.
The spreadsheet that was used in the second case
study is available at https://drive.google.com/open?
id=0B1VyGWbovbpVSVpwUXltVnNwZjA. In this
second case study there was another peculiar
occurrence, where the Student 3 obtained excellent
grades in Evaluative LAB, 91, and evaluative
activity, 9, but it was verified that he had some
difficulties of expressing himself and of speaking.
Thus, in the extra participations of the gamification
he only punctuated in extra activities of codes
without at any moment having interacted with the
class. However, his results and learning was great
and raised a question for the authors of this paper
that will be taken into account in future case studies:
can gamification be used with any type of student
and situation? Or how to adapt the gamification so
that it is not punitive to some student who has some
difficulty or special need?
On students’ motivation in the context of the
case study, regarding the use of gamification as a
motivating tool was unanimity among the students
present in the feedback class, evaluating the use of
gamification as positive.
Gamification and Evaluation of the Use the Agile Tests in Software Quality Subjects: The Application of Case Studies
421
5.1 Comparison between the Results
Obtained
The quantitative data that were collected for the
analysis of these Case Studies are allocated in the
spreadsheets of each respective case study, while the
qualitative data were collected by audio and
analysed by the authors of the paper.
5.1.1 Quantitative Results
Some of the feedbacks collected served as a way to
improve the gamification, aiming to improve the
students' achievement in the subject. This resulted in
a good increase in student participation in the second
case study, as can be seen in the graph of Figure 2,
which shows the sum of all the Daily Bonuses
obtained by the students in the case study, divided
by the number of students and number of classes.
Figure 2: Comparison the participations between the case
studies.
It is apparent that the stimulation of the
visualization the gamification results and its
competitive made that the students' grades were
levelled in the gamification in the second case study
by the student with greater participation in the
classroom, causing an exponential increase in the
participation of the students. However, as the highest
student levelled the grade in the classroom and this
student was very participative, this made the grades
of many students fall, as can be seen in the Figure 3.
As can be ascertained, using the levelling factor,
where there was a student with a total of 62
participations in the game, and taking into
consideration that the average participation of the
class was 31 participations, excluding the student 19
who only participated in the last day of the Case
Study, it can be concluded that most of the students
lost a grade compared to the average parameter that
was used as the levelling factor of the first case
study.
Analysing a comparison of concepts between the
classes, it was noticed that when we increased the
difficulty of gamification, imposing a levelling by
the greater participation, this portrayed directly in
the concepts of the students.
There was a greater balance in the concepts in
the first case study, even comparing that on average
the grade of the evaluative LAB in the first Case
Study had a mean achievement of 77.8% versus
78.1% of the second Case Study. In the issue of the
test grade, the first case study group was 7.2 versus
7.0 of the second case study, disregarding the
student who missed the activity. Therefore, the main
factor of difference of the concepts comes from the
choice of levelling of gamification.
Only one student achieved the concept of
excellent in the second Case Study, and considerably
increased the difficulty of the students who
participated in this model with levelling by the
participant with more points in the gamification.
5.1.2 Qualitative Results
The qualitative results were collected from
interviews in the feedback class with all the students
and the review of the quality of the codes obtained
during the Case Studies.
As in (Matsubara and Silva, 2017) work, there
were a lot of positive effects observed by students.
Figure 3: Comparison the grades between the case studies.
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422
The most cited changes were: the support in the
study process; the greater stimulus for the study of
the subject; the better reception of students in doing
practical activities with techniques from Software
Engineering that have been adapted to become
gamification challenges. Other positive points were:
the greater interactivity of the class, which improved
communication among students; the greater
objectivity of the subject to come with a greater
focus on practical teachings, rather than theoretical
classes; the participation of motivated students in
motivating the other students; and the environment
being more open to questions, bringing more
dynamism to the subject. Another point highlighted
by the students was that the use of penalties for use
of mobile devices during the classes, causing the
students to pay more attention during the class, thus
participating and learning better the subject content.
Some of the difficulties highlighted by the
students were little practical knowledge of the Java
programming language, but they said that this fact
was not a great impediment and generated a lot of
learning in the language. Another negative point for
students that happened potentially in the first Case
Study was the poor understanding of how
gamification worked and how they should score.
6 CONCLUSIONS
This paper presented the results of a case study that
allowed improving the teaching of Agile Testing in.
The results obtained with the spreadsheet and
feedback from the participants make possible the
response of the QP that was presented, where the use
of gamification as a tool to support teaching
contributes positively to learning.
As future work, some improvement points are
possible in the game environment such as:
implementing a tool that supports learning using the
gamification concepts and serious games and can
return instant feedback to students; using a digital
coin that can be computed both in activities in the
tool and in activities outside it; creation of medals
for challenges and milestones to motivate student
participation; adapting the gamification to students’
cases who have some difficulty in communication
and learning, so as not to exclude them from the
game; performing an analysis between how to level
the gamification grade for an upcoming Case Study;
adding to the case study the use of pre and post
questionnaires, seeking to know the previous
knowledge of students in Agile Testing and TDD.
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