Is It Worth Using Gamification on Software Testing Education? An Extended Experience Report in the Context of Undergraduate Students

G. Jesus, F. Ferrari, L. Paschoal, S. Souza, D. Porto, Vinicius H. S. Durelli
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引用次数: 6

Abstract

Context: Testing is fundamental in the software development process. Nevertheless, testing education faces the key challenge of ensuring that undergraduate students acquire knowledge and skills they need for their future careers by matching what is taught in the classroom to industry standards. In this context, gamification can be used as an alternative educational approach. It uses game elements in real-world contexts in order to increase people's motivation and engagement in tasks that require external stimuli, especially in educational contexts.Objective: Reporting on results of an experimental study designed to assess the impact of gamification on software testing education, as well as reporting on the experience of building a supporting gamified platform. Method: We performed a systematic literature mapping aiming at characterizing how gamification has been explored in the software testing context. In addition, some of the problems faced by testing education were identified through an ad-hoc search. Then, we developed a gamified approach and a platform that have been used to run five 4-hour functional testing classes with undergraduate students from four Brazilian institutions of higher education.Results: Overall, students who learned with the traditional approach felt more motivated than those who learned with the gamified approach, whereas the performance of both groups were similar. On the other hand, feedback questionnaires indicated that the gamified class was more attractive (in terms of attention) and funny. Moreover, we observed that building a gamified platform is complex and challenging, particularly for the definition of the game mechanics and dynamics.Conclusion: Even though the results in terms of students' performance was neutral, and the motivation of students did not increase due to the introduction of gamification, the experience of having used this alternative approach is considered positive, as it provided a more enjoyable and funny environment, both from the researcher's and students' point of view. Furthermore,  with this experience we foresee we can do better in terms of gamified teaching in future work.
在软件测试教育中使用游戏化是否值得?在本科生背景下的扩展经验报告
背景:测试是软件开发过程中的基础。然而,考试教育面临的关键挑战是确保本科生获得他们未来职业所需的知识和技能,使课堂上教授的知识和技能符合行业标准。在这种情况下,游戏化可以作为另一种教育方法。它在现实环境中使用游戏元素,以增加人们在需要外部刺激的任务中的动机和参与度,特别是在教育环境中。目的:报告一项旨在评估游戏化对软件测试教育影响的实验研究结果,并报告构建支持游戏化平台的经验。方法:我们进行了系统的文献映射,旨在描述游戏化如何在软件测试环境中被探索。此外,还通过特别调查确定了考试教育所面临的一些问题。然后,我们开发了一种游戏化的方法和平台,用于对来自巴西四所高等教育机构的本科生进行5次4小时的功能测试课程。结果:总体而言,使用传统方法学习的学生比使用游戏化方法学习的学生更有动力,而两组的表现相似。另一方面,反馈问卷显示,游戏化课程更有吸引力(就注意力而言),也更有趣。此外,我们发现创建游戏化平台既复杂又具有挑战性,特别是对于游戏机制和动态的定义。结论:尽管就学生的表现而言,结果是中性的,并且由于引入游戏化,学生的动机并没有增加,但使用这种替代方法的体验被认为是积极的,因为从研究人员和学生的角度来看,它提供了一个更愉快和有趣的环境。此外,有了这些经验,我们可以预见在未来的工作中,我们可以在游戏化教学方面做得更好。
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