相关论文: The Diversity of Gamification Evaluation in the So…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…
Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…
Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
Watching training videos passively leads to superficial learning. Adding gamification can increase engagement. We study how software engineering students and industry practitioners view gamifying video-based training. We conducted a survey…
Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive behavioural outcomes in their workforce - ultimately leading to…
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context,…
Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact…
Social software solutions in enterprises such as IBM Connections are said to have the potential to support communication and collaboration among employees. However, companies are faced to manage the adoption of such collaborative tools and…
Gamification is an emerging technique to enhance motivation and performance in traditionally unengaging tasks like software testing. Previous studies have indicated that gamified systems have the potential to improve software testing…
The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster…
Advances in technology, a growing pool of sensitive data, and heightened global tensions has increased the demand for skilled cybersecurity professionals. Despite the recent increase in attention given to cybersecurity education,…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…