Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study
Antonilson Alcantara, Sandro Oliveira
2019
Abstract
This paper presents the application of Gamification, proposed by Alcantara and Oliveira (2018), for Teaching and Learning of Knowledge Management in a Software Quality Lab. The proposal is briefly presented, followed by the description of the application in the laboratory. Finally, we present the results obtained by a quantitative evaluation, based on the data collected during the experiment, followed by a qualitative evaluation based on the SWOT (Strength, Weakness, Opportunity and Threats) analysis from the perspective of the participants and, soon after, the final considerations are presented.
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in Harvard Style
Alcantara A. and Oliveira S. (2019). Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study.In Proceedings of the 14th International Conference on Software Technologies - Volume 1: ICSOFT, ISBN 978-989-758-379-7, pages 202-209. DOI: 10.5220/0007832802020209
in Bibtex Style
@conference{icsoft19,
author={Antonilson Alcantara and Sandro Oliveira},
title={Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study},
booktitle={Proceedings of the 14th International Conference on Software Technologies - Volume 1: ICSOFT,},
year={2019},
pages={202-209},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0007832802020209},
isbn={978-989-758-379-7},
}
in EndNote Style
TY - CONF
JO - Proceedings of the 14th International Conference on Software Technologies - Volume 1: ICSOFT,
TI - Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study
SN - 978-989-758-379-7
AU - Alcantara A.
AU - Oliveira S.
PY - 2019
SP - 202
EP - 209
DO - 10.5220/0007832802020209