TY - GEN
T1 - Gamification in Software Engineering Education
T2 - 37th Brazilian Symposium on Software Engineering, SBES 2023, held in conjunction with the Brazilian Conference on Software: Theory and Practice, CBSoft 2023
AU - Tonhão, Simone
AU - Shigenaga, Marcelo
AU - Herculani, Julio
AU - Medeiros, Andressa
AU - Amaral, Aline
AU - Silva, Williamson
AU - Colanzi, Thelma
AU - Steinmacher, Igor
N1 - Publisher Copyright: © 2023 ACM.
PY - 2023/9/25
Y1 - 2023/9/25
N2 - As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through game-derived elements. This paper presents a tertiary study investigating the application of gamification in Software Engineering (SE) education. The study was conducted in response to recent systematic literature reviews and mappings on the topic. The findings reveal that the areas of SE most frequently gamified are Software Testing and Software Quality, with competition and cooperation being the most commonly utilized gamification elements. Additionally, the majority of studies focus on structural gamification, where game elements are employed to modify the learning environment without altering the content. The results demonstrate the potential of gamification to improve students' engagement and motivation throughout the SE learning process, while also impacting other aspects such as performance improvement, skill development, and fostering good SE practices. However, caution is advised as unplanned and incorrectly applied gamification measures may lead to significant declines in performance and motivation.
AB - As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through game-derived elements. This paper presents a tertiary study investigating the application of gamification in Software Engineering (SE) education. The study was conducted in response to recent systematic literature reviews and mappings on the topic. The findings reveal that the areas of SE most frequently gamified are Software Testing and Software Quality, with competition and cooperation being the most commonly utilized gamification elements. Additionally, the majority of studies focus on structural gamification, where game elements are employed to modify the learning environment without altering the content. The results demonstrate the potential of gamification to improve students' engagement and motivation throughout the SE learning process, while also impacting other aspects such as performance improvement, skill development, and fostering good SE practices. However, caution is advised as unplanned and incorrectly applied gamification measures may lead to significant declines in performance and motivation.
KW - Gamification
KW - Software Engineering Education
KW - Tertiary Study
UR - http://www.scopus.com/inward/record.url?scp=85174523101&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85174523101&partnerID=8YFLogxK
U2 - 10.1145/3613372.3614193
DO - 10.1145/3613372.3614193
M3 - Conference contribution
T3 - ACM International Conference Proceeding Series
SP - 358
EP - 367
BT - CBSoft 2023 - Brazilian Conference on Software
PB - Association for Computing Machinery
Y2 - 25 September 2023 through 29 September 2023
ER -