Gamification in Software Engineering Education: a Tertiary Study
Simone Tonhão, Marcelo Shigenaga, Julio Herculani, Andressa Medeiros, Aline Amaral, Williamson Silva, Thelma Colanzi, Igor Steinmacher
TL;DR
This tertiary study synthesizes secondary studies on gamification in Software Engineering education to understand how gamification is applied, in which SE areas it is used, what game elements are employed, and the observed impacts. It finds that structural gamification dominates and that Software Testing and Software Quality are the most frequently gamified areas, with competition and cooperation as prevalent elements. Reported outcomes include increased engagement and performance as well as potential negative effects if poorly designed, underscoring the need for careful, context-aware implementation. The study provides practical guidance for educators and researchers and outlines future directions such as broader SE coverage, context-specific analyses, and evaluation of content versus structural approaches.
Abstract
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through game-derived elements. This paper presents a tertiary study investigating the application of gamification in Software Engineering (SE) education. The study was conducted in response to recent systematic literature reviews and mappings on the topic. The findings reveal that the areas of SE most frequently gamified are Software Testing and Software Quality, with competition and cooperation being the most commonly utilized gamification elements. Additionally, the majority of studies focus on structural gamification, where game elements are employed to modify the learning environment without altering the content. The results demonstrate the potential of gamification to improve students' engagement and motivation throughout the SE learning process, while also impacting other aspects such as performance improvement, skill development, and fostering good SE practices. However, caution is advised as unplanned and incorrectly applied gamification measures may lead to significant declines in performance and motivation. (English Version of the paper in Portuguese available here: HTTP://doi.org/10.1145/3613372.3614193
