Gamify-IT - A Web-Based Gaming Platform for Software Engineering Education

被引:0
作者
Speth, Sandro [1 ]
Hofmeister, Leon [1 ]
Becker, Steffen [1 ]
Breitenbuecher, Uwe [2 ]
机构
[1] Univ Stuttgart, Inst Software Engn, Stuttgart, Germany
[2] Reutlingen Univ, Herman Hollerith Zentrum, Reutlingen, Germany
来源
2023 IEEE/ACM 5TH INTERNATIONAL WORKSHOP ON SOFTWARE ENGINEERING EDUCATION FOR THE NEXT GENERATION, SEENG | 2023年
关键词
SE Didactics; Digital Education; Gamification;
D O I
10.1109/SEENG59157.2023.00009
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Gamification has been increasingly applied to software engineering education in the past. The approaches vary from applying game elements on a conceptual phase in the course to using specific tools to engage the students more and support their learning goals. However, existing tools usually have game elements, such as quizzes or challenges, but do not provide a more computer game-like experience. Therefore, we try to raise the level of gamified learning experience to another level by proposing Gamify-IT. Gamify-IT is a Unity- and web-based game platform intended to help students learn software engineering. It follows an immersive role-play game characteristic where the students explore a world, find and solve minigames and clear dungeons with SE tasks. Lecturers can configure the worlds, e.g., to add content hints. Furthermore, they can add and configure minigames and dungeons to include exercises in a fully gamified way. Thereby, they customize their course in Gamify-IT to adapt the world very precisely to other materials such as lectures or exercises. Results of an evaluation of our initial prototype show that (i) students like to engage with the platform, (ii) students are motivated to learn when using Gamify-IT, and (iii) the minigames support students in understanding the learning objectives.
引用
收藏
页码:25 / 28
页数:4
相关论文
共 13 条
  • [1] The Impact of Gamification on Learning Outcomes of Computer Science Majors
    Ahmad, Adnan
    Zeshan, Furkh
    Khan, Muhammad Salman
    Marriam, Rutab
    Ali, Amjad
    Samreen, Alia
    [J]. ACM TRANSACTIONS ON COMPUTING EDUCATION, 2020, 20 (02):
  • [2] Gamification in software engineering education: A systematic mapping
    Alhammad, Manal M.
    Moreno, Ana M.
    [J]. JOURNAL OF SYSTEMS AND SOFTWARE, 2018, 141 : 131 - 150
  • [3] Bartel A, 2014, IEEE GLOB ENG EDUC C, P957, DOI 10.1109/EDUCON.2014.6826215
  • [4] Bartle Richard A., 2004, Designing virtual worlds
  • [5] Bogdan I., 2019, Academy of Economic Studies. Economy Informatics, V19, P52, DOI DOI 10.12948/EI2019.01
  • [6] Buisman A. L. D., 2014, P COMPUTER SCI ED RE
  • [7] Fuchs M, 2016, IEEE GLOB ENG EDUC C, P860, DOI 10.1109/EDUCON.2016.7474653
  • [8] Personalized Rooms Based Recommendation as a Mean for Increasing Students' Activity
    Gondova, Veronika
    Labaj, Martin
    Bielikova, Maria
    [J]. ADAPTIVE AND ADAPTABLE LEARNING, EC-TEL 2016, 2016, 9891 : 591 - 594
  • [9] Li C., 2013, International Journal of Information and Education Technology, V3, P72, DOI [DOI 10.7763/IJIET.2013.V3.237, 10.7763/ijiet.2013.v3.237]
  • [10] An Experience Report on Using Gamification in Technical Higher Education
    Losup, Alexandru
    Epema, Dick
    [J]. PROCEEDINGS OF THE 45TH ACM TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION (SIGCSE'14), 2014, : 27 - 32