another one are established the other variables that
are essential for the success of the project, which are
the budget and the schedule.
Figueiredo (2015) states that this methodology
can be used to promote learning by recycling a
content that would be typically taught in the
traditional method in a classroom or distance
learning class from the inclusion of interconnected
games elements of that create a learning opportunity
gamified in the form of a game. That is, to associate
the teaching of a certain subject with something that
is very present in the current generation, the games,
which can be a good alternative to awaken or
increase students interest, reduce difficulties, engage
them, and increase interactivity from the team.
Mcgonigal (2011) states that the current generation
is natively digital and has an aptitude to learn by
interacting.
Evaluating this scenario, this research is
motivated by the importance of applying Function
Point Analysis in software development projects
based on the use of Gamification elements and
learning scenarios. Students are expected to learn the
FPA in a practical way and thereby improve their
knowledge and interest in the subject so that they
understand the steps taken and are able to use the
FPA score when necessary. Through the application
of two experiments in postgraduate classes, the main
objective of the research is to present a set of
elements in the Gamification and learning scenarios
that serve as a model to support the teaching of FPA
software estimation technique. However, these
elements that have been chosen to be worked on can
also be applied to other topics. This purpose is based
on empirical evidence described in the literature and
by experiments carried out with graduate groups in
the Software Engineering area.
In addition to this introductory section, Section 2
describes some of the theoretical foundation of the
work, Section 3 discusses some related works,
Section 4 presents the use of game elements, Section
5 describes the learning scenarios, Section 6 presents
the evaluation of use the elements and scenarios, and
finally, Section 7 discusses the conclusions and
limitations.
2 BACKGROUND
Gamification is a very commercial technique,
"initially used in companies to make it more agile
and pleasant to carry out traditional activities such as
the training of people and the adoption of new
technologies" (Raposo and Dantas, 2016). Deterding
et al. (2011) classify Gamification as the use of
game elements in a non-game context. Through this,
organizations seek to achieve greater interest and
participation of their customers in the company's
business, in relation to the use of products and
services, using elements such as scores, bonuses,
awards, ranking, among other advantages that can be
obtained. In the context of education this
methodology has gained prominence, because
through it it is possible to add to the subject that will
be taught elements belonging to the games
environment and dynamics.
Mcgonical (2011) states that the new generations
are increasingly making intensive use of modern
digital technologies from devices such as computers,
smartphones and video games, as well as social
interaction applications, which according to the
author is where it has the greatest presence of this
public. Taking into account this context, Azevedo
(2012) assures that there is no way to leave
technologies like digital games outside the
classrooms, because these constitute the daily life of
young people having a high level of consumption by
them.
Ribeiro et al. (2015) affirm that the search for
new pedagogical practices that associate the use of
technology with motivational strategies that arouse
interest in the students is great. Gonçalves (2016)
argues that one of the points discussed when it
comes to the relationship between school and young
people today is the distance between school culture
and youth culture. In view of this, the objective of
applying Gamification focused on teaching, is to
relate a topic that would be taught in the traditional
way, with something that is part of the youth
environment, living in virtual environments and
games. According to Freitas et al. (2016), with the
new generations entering higher education, already
possessing an experience in the virtual environments
of information and games, it is natural to adhere to
the use of Gamification to teach this new student
profile.
As mentioned earlier, this technique is
implemented from the adoption of game elements
and dynamics. With this in view, Mcgonical (2011)
considers that there are four characteristics that
determine a game: goal, rules, feedback and
voluntary participation. The goal is related to the
purpose for which an individual wishes to participate
in the game; the rules indicate the norms and
restrictions that govern and guide the person during
the execution of the game; feedback is related to the
game's responses, based on the player's actions; the
voluntary participation is the power of choice that
the individual has to participate or not of the game.