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dc.contributor.authorBlanco, Raquel
dc.contributor.authorTrinidad García, Manuel 
dc.contributor.authorSuárez Cabal, María José
dc.contributor.authorCalderón Sánchez, Alejandro 
dc.contributor.authorRuiz Carreira, Mercedes 
dc.contributor.authorTuya, Javier
dc.contributor.authortuya, javier
dc.contributor.otherIngeniería Informáticaes_ES
dc.date.accessioned2023-11-02T13:13:06Z
dc.date.available2023-11-02T13:13:06Z
dc.date.issued2023-02-17
dc.identifier.issn0164-1212
dc.identifier.urihttp://hdl.handle.net/10498/29554
dc.description.abstractSoftware testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage students to create effective tests. To encourage students, we explored the use of gamification and investigated whether this technique can help to improve the engagement and performance of software testing students. We conducted a controlled experiment to compare the engagement and performance of two groups of students that took an undergraduate software testing course in different academic years. The experimental group is formed by 135 students from the gamified course whereas the control group is formed by 100 students from the non-gamified course. The data collected were statistically analyzed to answer the research questions of this study. The results show that the students that participated in the gamification experience were more engaged and achieved a better performance. As an additional finding, the analysis of the results reveals that a key aspect to succeed is the gamification experience design. It is important to distribute the motivating stimulus provided by the gamification throughout the whole experience to engage students until the end. Given these results, we plan to readjust the gamification experience design to increase student engagement in the last stage of the experience, as well as to conduct a longitudinal study to evaluate the effects of gamification.es_ES
dc.formatapplication/pdfes_ES
dc.language.isoenges_ES
dc.publisherElsevieres_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourceJournal of Systems and Software. Vol. 200, June 2023, 111647es_ES
dc.subjectEmpirical studyes_ES
dc.subjectEngagementes_ES
dc.subjectGamificationes_ES
dc.subjectPerformancees_ES
dc.subjectSoftware testinges_ES
dc.subjectTest effectivenesses_ES
dc.titleCan gamification help in software testing education? Findings from an empirical studyes_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.description.physDesc14 páginases_ES
dc.identifier.doi10.1016/j.jss.2023.111647
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PID2019-105455GB-C32/ES/PRUEBAS DE SOFTWARE MAS ALLA DE LAS UNITARIAS Y DE SQL/ es_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/PID2019-105455GB-C33/ES/GAMIFICACION ADAPTATIVA, CENTRADA EN LAS PERSONAS Y DIRIGIDA POR DATOS PARA MEJORAR LA PARTICIPACION DE LOS USUARIOS DE SOFTWARE/ es_ES
dc.type.hasVersionVoRes_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
Esta obra está bajo una Licencia Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 Internacional