4.2 The Game Application
The players involved in the Gamification proposed
by Alcantara and Oliveira (2018) are: the Judge,
responsible collaborator for the development of the
Class scores and feed the Gamification
accompaniment worksheet; in the application of the
gamification proposal in the lab only one participant
acted with this profile, the Player, who is
participating in Gamification generating, evaluating,
disseminating and absorbing new knowledge; in the
experiment performed in the lab five participants
acted in this profile, the Master, researcher who
coordinates the Gamification, responsible for
defining the times in each activity and when to move
to the next step of the flow; in the lab experiment
one participant acted in this profile, and the Expert,
expert member in the field of knowledge that is
being studied; its function is to help in the resolution
of doubts, to assign a score to the Cards created by
the Players and to indicate the knowledge that will
be stored in the knowledge repository and
disseminated in the group; in the application of
Gamification proposal in lab only one participant
acted with this profile.
At the start of the Gamification flow, its
functioning was explained, the scores defined for
each stage, the rules that compose it and presented
the Task List that would be performed in the current
iteration, in order to encourage the generation and
use of knowledge, besides being performed a
simulated round for understanding. The Individual
Tracking Form was also distributed to the Players
and the Expert, where each Player should record the
Cards Identifier created by him / her, the Card
Identifier that were validated along with the note
assigned to them, and the Target Audience
suggestion (Alcantara and Oliveira, 2018).
After completing this stage, the gamified
worksheet was completed according to the
performance of each participant, as can be seen in
Figure 2, obtaining the individual feedback
regarding participation, performance of the activities
and final medal, whose rules are described in
(Alcantara et al., 2019).
Following the Gamification flow, the Create
Knowledge and / or Comment Cards task starts. At
this step the Player has the option to create a Card or
comment one already made available in the
Knowledge Repository (Alcantara e Oliveira, 2018).
In the Gamification application, participants
completed the Cards made available with knowledge
that they thought was important in the context of the
project selected by the lab coordinator to be a topic
for knowledge generation. For this, it was necessary
to fill in some identification data of the Card, as cam
be seen in Figure 3, such as: Author, filled in with
the name of the participant, Date, filled in with the
day, month and year of creation of the Card,
Identifier, consisting of numeric digits where the
first 2 digits represent the author's registration, and
the remaining digits represent the sequential number
of breeding Cards created by him / her, New, where
the author signs with an "X" if the knowledge to be
described is something new, or Comment, where
the author signs with an "X" if the knowledge to be
described is related to a Card of the "Knowledge
Repository". In this case, it is also necessary to fill in
the Identifier with the number (registration of the
author who created the Card + sequential number of
creation) of the Card to be commented, From MY
area of activity, the author must indicate an "X" if
the subject to be reported is related to his / her area
of expertise or performance, if it is not in his / her
area of work, the author should check the option
FROM OTHER area, Description Knowledge /
Commentary, where the author describes a unique
knowledge or comment having as criteria the
relevance, which represents the degree of
importance of this knowledge, the clarity, which is
how this knowledge is described, and the
attendance to the subject, which represents the
alignment, compliance and potential to solve a given
problem or subject.
The remaining fields are filled by the Master if
the Card is approved, the "Pack Card and
Communicate Target Audience" step, with the
exception of queries field, which is filled when
creating a Card comment related to this card. The
"Grade" field corresponds to the sum of the grades
assigned by the Expert, to the knowledge created
based on the relevance, clarity and attendance to the
subject. The Expert field must be filled in with the
name of the participant who has the Gamification
Expert profile. The Target Audience field must be
completed with the public to whom this knowledge
is intended, identified by the Expert.
After the creation of the Card, each Player has
taken note of their Individual Tracking Form, as can
be seen in Figure 4, identifying all their created
cards with their registration number and sequential
creation number.
In the Evaluate Card step of the flow was
evaluated the Comments and Cards generated by
other users, and the Player can not evaluate the ones
he / she created. Each Player, and the Expert,
evaluated the Cards and Comments created in the
current Gamification iteration, based on the criteria:
Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study
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