Experimental Evaluation of Using Gamification in Software Engineering Education in Software Requirements

Authors

DOI:

https://doi.org/10.19153/cleiej.28.2.3

Keywords:

Gamification, Software Engineering, Education, systematic mapping

Abstract

Education in Software Engineering traditionally focuses on techniques used in the classroom that generate stress and disinterest in the topics taught; therefore, a significant challenge to the use of more effective and motivating teaching methods to achieve student learning. Moreover, the lack of motivating teaching methods results in a lack of perception regarding the importance of artifacts that come together with software, such as documentation. Consequently, students prefer to focus only on development without paying attention to the necessary artifacts, so the maintenance and update of software in later stages are negatively affected. In response to this problem, the need arises to incorporate more dynamic and effective teaching approaches that encourage student participation and commitment. In this sense, Gamification is presented as an innovative solution that has gained increasing interest in Software Engineering and other fields of education. This research aims to provide the results of a case study in which Gamification has been used in teaching Software Engineering for the topic of software requirements within a master's software engineering course.

References

Abran, A., Moore, J. W., Bourque, P., Dupuis, R., & Tripp, L. (2004). Software engineering body of knowledge. IEEE Computer Society, Angela Burgess, 25, 1235.

Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131-150.

Avila-Alvarado, W., Muñoz, M., Galvan-Cruz, S., Mejía, J., & Peña, A. (2023). Exploratory Analysis of Using Gamification in Software Engineering Education. CISETC, 20-30.

Bjørnson, F. O., & Dingsøyr, T. (2008). Knowledge management in software engineering: A systematic review of studied concepts, findings and research methods used. Information and software technology, 50(11), 1055-1068.

Borrás-Gené, O. (2022). Introducción a la gamificación o ludificación (en educación). https://burjcdigital.urjc.es/handle/10115/20346

Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things. routledge. https://www.taylorfrancis.com/books/mono/10.4324/9781315230344/gamify-biran-burke

Coppit, D., & Haddox-Schatz, J. M. (2005). Large team projects in software engineering courses. ACM SIGCSE Bulletin, 37(1), 137-141. https://doi.org/10.1145/1047124.1047400

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining «gamification». Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. https://doi.org/10.1145/2181037.2181040

Iaremenko, N. V. (2017). Enhancing English language learners’ motivation through online games. ???????????? ?????????? ? ?????? ????????, 59, ???. 3, 126-133.

Martínez Villalobos, G., & Ríos Herrera, J. F. (2019). Gamificación como estrategia de aprendizaje en la formación de estudiantes de Ingeniería. Estudios pedagógicos (Valdivia), 45(3), 115-125.

Monteiro, R. H. B., de Almeida Souza, M. R., Oliveira, S. R. B., dos Santos Portela, C., & de Cristo Lobato, C. E. (2021). The diversity of gamification evaluation in the software engineering education and industry: Trends, comparisons and gaps. 2021 IEEE/ACM 43rd International Conference on Software Engineering: Software Engineering Education and Training (ICSE-SEET), 154-164. https://ieeexplore.ieee.org/abstract/document/9402204/

Muñoz, M., & Gasca-Hurtado, G. P. (2023). Gamificación para atender los desafíos de la enseñanza Ingeniería de Software en instituciones de educación superior. Revista Ibérica de Sistemas e Tecnologias de Informação, 49, 5-21.

Muñoz, M., Pérez Negrón, A. P., Mejia, J., Gasca-Hurtado, G. P., Gómez-Alvarez, M. C., & Hernández, L. (2019). Applying gamification elements to build teams for software development. IET Software, 13(2), 99-105. https://doi.org/10.1049/iet-sen.2018.5088

Petersen, K., Feldt, R., Mujtaba, S., & Mattsson, M. (2008). Systematic mapping studies in Software Engineering. Proceedings of the 12th international conference on evaluation and assessment in software engineering, 68-77.

Plump, C. M., & LaRosa, J. (2017). Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices. Management Teaching Review, 2(2), 151-158. https://doi.org/10.1177/2379298116689783

Pressman, R. S. (2005). Software engineering: A practitioner’s approach. Palgrave macmillan. https://books.google.com/books?hl=es&lr=&id=bL7QZHtWvaUC&oi=fnd&pg=PA1&dq=%5B7%5D%09J+Pressman,+Roger+S+(2009).+Software+Engineering:+A+Practitioner%27s+Approach+(7th+ed.).+Boston,+Mass:+McGraw-Hill.+ISBN+978-0-07-337597-7.&ots=O9uf7OtM5h&sig=C6OJNJlU2FohY7_CCYf27Xr-EMQ

Sommerville, I. (2010). Software Engineering, 9"‘ed. England: Education Limited. https://epage.pub/doc/software-engineering-9ed-354prljv4e

Tonhão, S., Shigenaga, M., Herculani, J., Medeiros, A., Amaral, A., Silva, W., Colanzi, T., & Steinmacher, I. (2023). Gamification in Software Engineering Education: A Tertiary Study. Proceedings of the XXXVII Brazilian Symposium on Software Engineering, 358-367. https://doi.org/10.1145/3613372.3614193

Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217-227.

Washizaki, H. (s. f.). An Overview of the SWEBOK Guide. Recuperado 12 de junio de 2024, de https://sebokwiki.org/wiki/An_Overview_of_the_SWEBOK_Guide?veaction=edit

Wieringa, R., Maiden, N., Mead, N., & Rolland, C. (2006). Requirements engineering paper classification and evaluation criteria: A proposal and a discussion. Requirements Engineering, 11(1), 102-107. https://doi.org/10.1007/s00766-005-0021-6

Downloads

Published

2025-07-14