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Can gamification help in software testing education?: Findings from an empirical study

  • Raquel Blanco [1] Árbol académico ; Manuel Trinidad [2] ; María José Suárez-Cabal [1] Árbol académico ; Alejandro Calderón Sánchez [2] ; Mercedes Ruiz [2] Árbol académico ; Javier Tuya [1] Árbol académico
    1. [1] Universidad de Oviedo

      Universidad de Oviedo

      Oviedo, España

    2. [2] Universidad de Cádiz

      Universidad de Cádiz

      Cádiz, España

  • Localización: Actas de las XXVII Jornadas de Ingeniería del Software y Bases de Datos (JISBD 2023) / coord. por Amador Durán Toro Árbol académico, 2023
  • Idioma: inglés
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • Software testing is an essential knowledge area required by industry for soft-ware engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage students to create effective tests. To encourage students, we explored the use of gamification and investigated whether this technique can help to improve the engagement and performance of software testing students. We conducted a controlled experiment to compare the engagement and performance of two groups of students that took an undergraduate software testing course in differ-ent academic years. The experimental group is formed by 135 students from the gamified course whereas the control group is formed by 100 students from the non-gamified course. The data collected were statistically analyzed to an-swer the research questions of this study. The results show that the students that participated in the gamification experience were more engaged and achieved a better performance. As an additional finding, the analysis of the re-sults reveals that a key aspect to succeed is the gamification experience design. It is important to distribute the motivating stimulus provided by the gamifica-tion throughout the whole experience to engage students until the end. Given these results, we plan to readjust the gamification experience design to in-crease student engagement in the last stage of the experience, as well as to conduct a longitudinal study to evaluate the effects of gamification.


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