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.
REFERENCES
Beck, K., 2010. TDD Test Driven Development. 1. ed.
Porto Alegre: Bookman Editora.
Chou, Y., 2015. Actionable Gamification - Beyond Points,
Badges, and Leaderboards. Octalysis Media.
Elgrably, I., Oliveira, S., 2017. The Importance of
Application of Agile Testing in the Software Industry:
An Exploratory Approach Using Interview. 14th
International Conference on Information Systems &
Technology Management.
Fardo, M. F., 2013. A Gamificação Aplicada em
Ambientes de Aprendizagem. Renote- Novas
Tecnologias na Educação. 11.
Freitas, S., Lima, T., Canedo, E., Costa, R. L., 2016.
Gamification and evaluation of student engagement in
a technical subject of undergraduate course. XXVII
Brazilian Symposium on Informatics in Education,
[s.l.], p.370-379.
Gartner, 2015. Gartner Highlights Five Key Steps to
Delivering an Agile I&O Culture. Available
in: http://www.gartner.com/newsroom/id/3032517.
Accessed in 10/2017.
Gregory, J., Crispin, L., 2014. Chapter 23-testing and
DevOps: In more agile testing: Learning journeys for
the whole team. Addison-Wesley Professional.
Hanus, M. D., Fox, J., 2015. Assessing the Effects of
Gamification in the Classroom. Computers and
Education, vol. 80, pp. 152–161.
Kapp, K. M., 2012. The Gamification of Learning and
Instruction: Game-based Methods and Strategies for
Training and Education. North Carolina: Pfeiffer,
366 p.
Luz, R. B., Neto, A., 2012. Using Programming Dojos for
Test-Driven Development Teaching. XXIII Brazilian
Symposium on Informatics in Education, p.25-35, 26.
Matsubara, P. G. F., Silva, C. L. C., 2017. Game Elements
in a Software Engineering Study Group: A Case
Study. 39th International Conference On Software
Engineering: Software Engineering Education and
Training Track (ICSE-SEET), p.160-169. IEEE.
Marick, B., 2003. Exploration Through Example: My
Agile testing project. 2003. Available in http://
www.exampler.com/old-blog/2003/08/21/#agile-testin
g-project-1. Accessed in 10/2017.
Nadalete, L. G., Kryszczun, J., 2013. Agile Test, How to
implement? Available in: http://eliasnogueira.com/o-
mundo-de-teste-de-software/capitulo-7-teste-agil-com
o-implementar/. Accessed in 10/2017.
Werbach, K., Hunter, F., 2012. For The Win: How Game
Thinking Can Revolutionize Your Business.
Filadélfia, Pensilvânia:Wharton Digital Press.