Femmer, H., Fern
´
andez, D. M., Wagner, S., and Eder, S.
(2017). Rapid quality assurance with requirements
smells. J. Systems and Software, 123:190–213.
Fontana, F. A., Braione, P., and Zanoni, M. (2012). Auto-
matic detection of bad smells in code: An experimen-
tal assessment. J. Object Technology, 11(2):5–1.
Fowler, M., Beck, K., Brant, J., Opdyke, W., and Roberts,
D. (1999). Refactoring: improving the design of exist-
ing code. Addison-Wesley Professional.
Garc
´
ıa, F., Pedreira, O., Piattini, M., Cerdeira-Pena, A.,
and Penabad, M. (2017). A framework for gamifica-
tion in software engineering. J. Systems and Software,
132:21–40.
Guizzardi, G., Herre, H., and Wagner, G. (2002). On the
general ontological foundations of conceptual model-
ing. In International Conference on Conceptual Mod-
eling, pages 65–78. Springer.
Haendler, T. and Frysak, J. (2018). Deconstructing
the refactoring process from a problem-solving and
decision-making perspective. In Proc. of the 13th In-
ternational Conference on Software Technologies (IC-
SOFT), pages 363–372. SciTePress.
Haendler, T. and Neumann, G. (2019). Serious refactor-
ing games. In Proc. of the 52nd Hawaii International
Conference on System Sciences (HICSS), pages 7691–
7700.
Haendler, T., Neumann, G., and Smirnov, F. (2019). An
interactive tutoring system for training software refac-
toring. In Proc. of the 11th International Conference
on Computer Supported Education (CSEDU).
Hamari, J., Koivisto, J., and Sarsa, H. (2014). Does gami-
fication work?–a literature review of empirical studies
on gamification. In Proc. of 47th Hawaii International
Conference on System Sciences (HICSS), pages 3025–
3034. IEEE.
Hunicke, R., LeBlanc, M., and Zubek, R. (2004). MDA: A
formal approach to game design and game research. In
Proc. of the AAAI Workshop on Challenges in Game
AI, volume 4, pages 1–5. AAAI Press San Jose, CA.
Huotari, K. and Hamari, J. (2012). Defining gamification: a
service marketing perspective. In Proc. of the 16th in-
ternational academic MindTrek conference, pages 17–
22. ACM.
Kan, S. H. (2002). Metrics and models in software qual-
ity engineering. Addison-Wesley Longman Publish-
ing Co., Inc.
Khandelwal, S., Sripada, S. K., and Reddy, Y. R. (2017).
Impact of gamification on code review process: An
experimental study. In Proc. of the 10th Innovations
in Software Engineering Conference, pages 122–126.
ACM.
Kitchenham, B. A., Travassos, G. H., Von Mayrhauser, A.,
Niessink, F., Schneidewind, N. F., Singer, J., Takada,
S., Vehvilainen, R., and Yang, H. (1999). Towards an
ontology of software maintenance. J. Software Main-
tenance: Research and Practice, 11(6):365–389.
Krathwohl, D. R. (2002). A revision of Bloom’s taxonomy:
An overview. Theory into practice, 41(4):212–218.
Kruchten, P., Nord, R. L., and Ozkaya, I. (2012). Technical
debt: From metaphor to theory and practice. IEEE
software, 29(6):18–21.
Landers, R. N. (2014). Developing a theory of gamified
learning: Linking serious games and gamification of
learning. Simulation & Gaming, 45(6):752–768.
Masapanta-Carri
´
on, S. and Vel
´
azquez-Iturbide, J.
´
A.
(2018). A systematic review of the use of Bloom’s
taxonomy in computer science education. In Proc. of
the 49th ACM Technical Symposium on Computer Sci-
ence Education, pages 441–446. ACM.
Miljanovic, M. A. and Bradbury, J. S. (2018). A review
of serious games for programming. In Joint Interna-
tional Conference on Serious Games, pages 204–216.
Springer.
Misbhauddin, M. and Alshayeb, M. (2015). UML model
refactoring: a systematic literature review. Empirical
Software Engineering, 20(1):206–251.
Moha, N., Gueheneuc, Y.-G., Duchien, L., and Le Meur,
A.-F. (2010). Decor: A method for the specification
and detection of code and design smells. IEEE Trans-
actions on Software Engineering, 36(1):20–36.
Noy, N. F., McGuinness, D. L., et al. (2001). Ontology
development 101: A guide to creating your first ontol-
ogy.
Object Management Group (2015). Unified Mod-
eling Language (UML), Superstructure, Version
2.5.0. http://www.omg.org/spec/UML/2.5 [March 25,
2019].
Opdyke, W. F. (1992). Refactoring object-oriented frame-
works. University of Illinois at Urbana-Champaign
Champaign, IL, USA.
Paquette, G. (2007). An ontology and a software framework
for competency modeling and management. Educa-
tional Technology & Society, 10(3):1–21.
Paulheim, H. (2017). Knowledge graph refinement: A sur-
vey of approaches and evaluation methods. Semantic
web, 8(3):489–508.
Pedreira, O., Garc
´
ıa, F., Brisaboa, N., and Piattini, M.
(2015). Gamification in software engineering–a sys-
tematic mapping. Information and Software Technol-
ogy, 57:157–168.
Prensky, M. (2003). Digital game-based learning. Comput-
ers in Entertainment (CIE), 1(1):21–21.
Raab, F. (2012). Codesmellexplorer: Tangible exploration
of code smells and refactorings. In Visual Lan-
guages and Human-Centric Computing (VL/HCC),
2012 IEEE Symposium on, pages 261–262. IEEE.
Suryanarayana, G., Samarthyam, G., and Sharma, T.
(2014). Refactoring for software design smells: Man-
aging technical debt. Morgan Kaufmann.
Tempero, E., Gorschek, T., and Angelis, L. (2017). Bar-
riers to refactoring. Communications of the ACM,
60(10):54–61.
Tsantalis, N., Chaikalis, T., and Chatzigeorgiou, A. (2008).
JDeodorant: Identification and removal of type-
checking bad smells. In Proc. of 12th European Con-
ference on Software Maintenance and Reengineering
(CSMR 2008)., pages 329–331. IEEE.
ZEN PROGRAM (2018). NDepend.
http://www.ndepend.com/ [March 25, 2019].
Ontology-based Analysis of Game Designs for Software Refactoring
35