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Gamification in software engineering education: a systematic mapping

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TLDR
It is found that the purpose of applying gamification in the SE field is mostly directly related to improving student engagement and, to a lesser extent, to improvingStudent knowledge, although other targets are the application of SE best practices and socialization.
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This article is published in Journal of Systems and Software.The article was published on 2018-07-01 and is currently open access. It has received 137 citations till now. The article focuses on the topics: Student engagement.

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Citations
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Journal ArticleDOI

The effect of challenge-based gamification on learning: An experiment in the context of statistics education.

TL;DR: The results of the experiments show that the challenge-based gamification had a positive impact on student learning compared to traditional teaching methods (compared to having no treatment and treatment involving reading exercises); the effect was larger for females and for students at the School of Electrical and Computer Engineering.
Book

Can't Play Won't Play: Simply Sizzling Ideas to get the Ball Rolling for Children with Dyspraxia

TL;DR: A good place to start is usually a Really Good Place to Start! as mentioned in this paper, which is a good starting point for any sport and can be used as a starting point to any sport.
Journal ArticleDOI

State of Research on Gamification in Education: A Bibliometric Survey.

Jakub Swacha
- 01 Feb 2021 - 
TL;DR: The main conclusions underline the sustained growth of the research output in the area for at least seven years, the widespread interest in the areas across countries and branches of science, and an effective research communication in the Area documented by the number of citations and the map of co-citations.
Journal ArticleDOI

Software-testing education: A systematic literature mapping

TL;DR: In this paper, a systematic literature mapping (SLM) is conducted to summarize the body of experience and knowledge in the area of software testing education to benefit the readers in designing and delivering software testing courses in university settings.
References
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Cluster Analysis

TL;DR: This fourth edition of the highly successful Cluster Analysis represents a thorough revision of the third edition and covers new and developing areas such as classification likelihood and neural networks for clustering.
Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Proceedings ArticleDOI

Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

TL;DR: The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it.
Proceedings ArticleDOI

Systematic mapping studies in software engineering

TL;DR: This work describes how to conduct a systematic mapping study in software engineering and provides guidelines for conducting systematic maps, and compares systematic maps with systematic reviews by systematically analyzing existing systematic reviews.
Book

Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps

TL;DR: This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app.
Related Papers (5)
Frequently Asked Questions (1)
Q1. What have the authors contributed in "Gamification in software engineering education: a systematic mapping" ?

However, as SE educators the authors are particularly interested in understanding how gamification is pollinating their field and the extent to which the above claim is valid in their context. A systematic literature mapping has underscored the difficulty in fully corroborating the above claim because few empirical data are available so far. The authors have also discussed insightful issues regarding the implementation cost of gamification, patterns in the most often used gamification elements, and the SE processes and teaching activities addressed. Of the identified challenges, the authors should highlight the complexity of deciding which gamification approach to follow, the lack of information for choosing gamification elements and the need to control the impact of gamification.