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The adoption of a framework to support the evaluation of gamification strategies in software engineering education
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SciTePress, Science and Technology Publications
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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).
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Submitted by Tatiana Silva (tatianasilva@biblioteca.ufla.br) on 2022-12-07T15:55:30Z
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Made available in DSpace on 2022-12-09T13:41:02Z (GMT). No. of bitstreams: 0 Previous issue date: 2022-04
Approved for entry into archive by Tatiana Silva (tatianasilva@biblioteca.ufla.br) on 2022-12-09T13:41:02Z (GMT) No. of bitstreams: 0
Made available in DSpace on 2022-12-09T13:41:02Z (GMT). No. of bitstreams: 0 Previous issue date: 2022-04
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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.
