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The Diversity of Gamification Evaluation in the Software Engineering Education and Industry: Trends, Comparisons and Gaps

机译:软件工程教育与行业娱乐评估的多样性:趋势,比较和差距

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Context: gamification has been used to motivate and engage participants in software engineering education and practice activities. Problem: There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification. However, the lack of standard procedures and models for the evaluation of gamification is a challenge for the design, comparison, and report of results related to the assessment of gamification approaches and its effects. Goal: The goal of this study is to identify models and strategies for the evaluation of gamification reported in the literature. Method: To achieve this goal, we conducted a systematic mapping study to investigate strategies for the evaluation of gamification in the context of software engineering. We selected 100 primary studies on gamification in software engineering (from 2011 to 2020). We categorized the studies regarding the presence of evaluation procedures or models for the evaluation of gamification, the purpose of the evaluation, the criteria used, the type of data, instruments, and procedures for data analysis. Results: Our results show that 64 studies report procedures for the evaluation of gamification. However, only three studies actually propose evaluation models for gamification. We observed that the evaluation of gamification focuses on two aspects: the evaluation of the gamification strategy itself, related to the user experience and perceptions; and the evaluation of the outcomes and effects of gamification on its users and context. The most recurring criteria for the evaluation are “engagement”, “performance”, “satisfaction”, and “motivation”. Finally, the evaluation of gamification requires a mix of subjective and objective inputs, and qualitative and quantitative data analysis approaches. Depending of the focus of the evaluation (the strategy or the outcomes), there is a predominance of a type of data and analysis.
机译:背景:游戏化已被用于激励和参与软件工程教育和实践活动的参与者。问题:对理解游戏处理的影响和功效的实证研究有重大需求。但是,缺乏用于评估赌博的标准程序和模型是对与游戏方法评估的结果的设计,比较和结果的挑战以及其影响。目标:本研究的目标是确定在文献中报告的游戏处理评估的模型和策略。方法:为实现这一目标,我们进行了系统的映射研究,以调查软件工程背景下对游戏的评估策略。我们在软件工程中选择了100项初步研究(从2011年到2020年)。我们将研究分类为评估程序或模型的存在,用于评估游戏化,评估的目的,使用的标准,数据分析的数据,仪器类型,仪器和程序的类型。结果:我们的研究结果表明,64项研究博彩评估的报告程序。然而,只有三项研究实际上提出了用于游戏的评估模型。我们观察到,游戏处理的评估重点是两个方面:与用户体验和感知有关的群组化策略本身的评估;并评估群体对其用户和背景的结果和影响。评估最严重的标准是“参与”,“绩效”,“满意”和“动机”。最后,游戏处理的评估需要混合主观和客观的输入,以及定性和定量数据分析方法。根据评估的重点(策略或结果),存在一种数据和分析的主要职位。

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