Is It Worth Using Gamification on Software Testing Education? An Extended Experience Report in the Context of Undergraduate Students

Author:

Jesus Gabriela Martins de,Ferrari Fabiano Cutigi,Paschoal Leo Natan,Souza Simone Do Rocio Senger de,Porto Daniel De Paula,Durelli Vinicius Humberto Serapilha

Abstract

Context: Testing is fundamental in the software development process. Nevertheless, testing education faces the key challenge of ensuring that undergraduate students acquire knowledge and skills they need for their future careers by matching what is taught in the classroom to industry standards. In this context, gamification can be used as an alternative educational approach. It uses game elements in real-world contexts in order to increase people's motivation and engagement in tasks that require external stimuli, especially in educational contexts.Objective: Reporting on results of an experimental study designed to assess the impact of gamification on software testing education, as well as reporting on the experience of building a supporting gamified platform. Method: We performed a systematic literature mapping aiming at characterizing how gamification has been explored in the software testing context. In addition, some of the problems faced by testing education were identified through an ad-hoc search. Then, we developed a gamified approach and a platform that have been used to run five 4-hour functional testing classes with undergraduate students from four Brazilian institutions of higher education.Results: Overall, students who learned with the traditional approach felt more motivated than those who learned with the gamified approach, whereas the performance of both groups were similar. On the other hand, feedback questionnaires indicated that the gamified class was more attractive (in terms of attention) and funny. Moreover, we observed that building a gamified platform is complex and challenging, particularly for the definition of the game mechanics and dynamics.Conclusion: Even though the results in terms of students' performance was neutral, and the motivation of students did not increase due to the introduction of gamification, the experience of having used this alternative approach is considered positive, as it provided a more enjoyable and funny environment, both from the researcher's and students' point of view. Furthermore,  with this experience we foresee we can do better in terms of gamified teaching in future work.

Publisher

Sociedade Brasileira de Computacao - SB

Cited by 4 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Call for Papers: The Game, a Gamified Tool for Teaching Scientific Writing in Engineering Students;HUMAN REVIEW. International Humanities Review / Revista Internacional de Humanidades;2023-08-14

2. Can gamification help in software testing education? Findings from an empirical study;Journal of Systems and Software;2023-06

3. On the Current State of Academic Software Testing Education in Sweden;2023 IEEE International Conference on Software Testing, Verification and Validation Workshops (ICSTW);2023-04

4. A Framework for the Gamification of GUI Testing;Software Engineering for Games in Serious Contexts;2023

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3