The adoption of a framework to support the evaluation of gamification strategies in software engineering education

dc.creatorMonteiro, Rodrigo
dc.creatorSouza, Maurício
dc.creatorOliveira, Sandro
dc.creatorSoares, Elziane
dc.date.accessioned2022-12-09T13:41:02Z
dc.date.available2022-12-09T13:41:02Z
dc.date.issued2022-04
dc.description.abstractContext: 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).pt_BR
dc.description.provenanceSubmitted by Tatiana Silva (tatianasilva@biblioteca.ufla.br) on 2022-12-07T15:55:30Z No. of bitstreams: 0en
dc.description.provenanceApproved for entry into archive by Tatiana Silva (tatianasilva@biblioteca.ufla.br) on 2022-12-09T13:41:02Z (GMT) No. of bitstreams: 0en
dc.description.provenanceMade available in DSpace on 2022-12-09T13:41:02Z (GMT). No. of bitstreams: 0 Previous issue date: 2022-04en
dc.description.urihttps://www.scitepress.org/Link.aspx?doi=10.5220/0011040900003182pt_BR
dc.identifier.citationMONTEIRO, 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.pt_BR
dc.identifier.urihttps://repositorio.ufla.br/handle/1/55691
dc.languageen_USpt_BR
dc.publisherSciTePress, Science and Technology Publicationspt_BR
dc.rightsopenAccesspt_BR
dc.subjectSoftware engineering educationpt_BR
dc.subjectGamificationpt_BR
dc.subjectFrameworkpt_BR
dc.subjectEvaluationpt_BR
dc.subjectCase studypt_BR
dc.titleThe adoption of a framework to support the evaluation of gamification strategies in software engineering educationpt_BR
dc.typeTrabalho apresentado em eventopt_BR

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