Authors:
(1) Raquel Blanco, Software Engineering Research Group, University of Oviedo, Department of Computer Science, Gijón, Spain ([email protected]);
(2) Manuel Trinidad, Software Process Improvement and Formal Methods Research Group, University of Cadiz, Department of Computer Science and Engineering, Cádiz, Spain ([email protected]);
(3) María José Suárez-Cabal, Software Engineering Research Group, University of Oviedo, Department of Computer Science, Gijón, Spain ([email protected]);
(4) Alejandro Calderón, Software Process Improvement and Formal Methods Research Group, University of Cadiz, Department of Computer Science and Engineering, Cádiz, Spain ([email protected]);
(5) Mercedes Ruiz, Software Process Improvement and Formal Methods Research Group, University of Cadiz, Department of Computer Science and Engineering, Cádiz, Spain ([email protected]);
(6) Javier Tuya, Software Engineering Research Group, University of Oviedo, Department of Computer Science, Gijón, Spain ([email protected]).
Editor's note: This is part 7 of 7 of a study detailing attempts by researchers to create effective tests using gamification. Read the rest below.
3.2 Participants
3.3 Materials
3.4 Procedure
3.5 Metrics
This work presents a long gamification experience that was designed and conducted to motivate the students to create effective test suites, and makes a comparison with a non-gamified experience. The results show that the gamification benefits the improvement of both student engagement and performance. We have also observed a slight reduction of the engagement in some students toward the last stage of the experience, when they perceived that no more rewards were going to be received by keeping on working on the gamification experience. The statistical analysis indicates that the differences are significant.
In addition, the study confirms how the design of the gamification strategies is crucial for engaging students. The results obtained show that the rewards in this gamification experience acted as powerful extrinsic motivators that kept the students motivated until they perceived they were not going to get more rewards for their work. Arguably, because of the particular gamification design of this experience, the link between gamification and intrinsic motivation could not be proved. Nevertheless, the results did prove that gamification succeeds in keeping extrinsic motivation and improving performance for long periods of time. While designing a gamification experience, the professors should distribute the motivating stimulus throughout the whole experience, so that the engagement lasts until the end.
As a part of our future work, we will readjust the design of the gamification experience to include new rewards that increase student engagement in the last seminar exercises, so that we can overcome the challenge of keeping the engagement from decreasing slightly toward the last stage of the experience. In addition, we will study the effects of gamification in our software testing course during several academic years as part of a longitudinal study.
Acknowledgements
This work was supported by projects PID2019-105455GB-C32 and PID2019-105455GB-C33 funded by MCIN/AEI/10.13039/501100011033 (Spain).
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