Game Elements to Engage Students Learning the Open Source Software Contribution Process

被引:0
作者
Santos, Italo [1 ]
Felizardo, Katia Romero [1 ,2 ]
Gerosa, Marco A. [1 ]
Steinmacher, Igor [1 ]
机构
[1] No Arizona Univ, Flagstaff, AZ 86011 USA
[2] Fed Univ Technol, Curitiba, Parana, Brazil
来源
2024 IEEE SYMPOSIUM ON VISUAL LANGUAGES AND HUMAN-CENTRIC COMPUTING, VL/HCC 2024 | 2024年
基金
美国国家科学基金会;
关键词
gamification; game elements; human factors; cognitive styles; human-computer interaction; GAMIFICATION;
D O I
10.1109/VL/HCC60511.2024.00017
中图分类号
学科分类号
摘要
Contributing to OSS projects can help students to enhance their skills and expand their professional networks. However, novice contributors often feel discouraged due to various barriers. Gamification techniques hold the potential to foster engagement and facilitate the learning process. Nevertheless, it is unknown which game elements are effective in this context. This study explores students' perceptions of gamification elements to inform the design of a gamified learning environment. We surveyed 115 students and segmented the analysis from three perspectives: (1) cognitive styles, (2) gender, and (3) ethnicity (Hispanic/LatinX and Non-Hispanic/LatinX). The results showed that Quest, Point, Stats, and Badge are favored elements, while competition and pressure-related are less preferred. Across cognitive styles (persona), gender, and ethnicity, we could not observe any statistical differences, except for Tim's GenderMag persona, which demonstrated a higher preference for storytelling. Conversely, Hispanic/LatinX participants showed a preference for the Choice element. These results can guide tool builders in designing effective gamified learning environments focused on the OSS contributions process.
引用
收藏
页码:59 / 70
页数:12
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