Use este identificador para citar ou linkar para este item: http://repositorio.ufla.br/jspui/handle/1/55691
Título: The adoption of a framework to support the evaluation of gamification strategies in software engineering education
Palavras-chave: Software engineering education
Gamification
Framework
Evaluation
Case study
Data do documento: Abr-2022
Editor: SciTePress, Science and Technology Publications
Citação: MONTEIRO, R. et al. The adoption of a framework to support the evaluation of gamification strategies in software engineering education. In: International Conference on Computer Supported Education: CSEDU 2022, 14., 2022. Proceedings [...], v. 2., p. 450-457. Setúbal: SciTePress, 2022. DOI: 10.5220/0011040900003182. Disponível em: https://www.scitepress.org/Link.aspx?doi=10.5220/0011040900003182. Acesso em: 7 dez. 2022.
Resumo: Context: gamification has been largely used to increase the engagement and motivation of students and professionals in their organizations, with a variety of models/frameworks for developing gamified approaches. Problem: the empirical data published so far are not sufficient to elucidate the phenomena resulting from the use of gamification, as there is no standardization in the specification of evaluation strategies, methods of analysis and reporting of results. Objective: therefore, the objective of this study is to present and discuss the use of a framework for the evaluation of gamification in the context of software engineering education and training. Method: for this, we executed a case study, in which the framework was used to support the design of an evaluation study for a gamification case in a software process improvement research group in a public university. Results: We report the main findings from observations and reports from the applicator of the case study, and 11 rec (More).
URI: http://repositorio.ufla.br/jspui/handle/1/55691
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