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Corpus of Literature: Gamification Evaluation in the Software Engineering Education and Industry [article]

Rodrigo Monteiro, Souza, Oliveira, Portela, Lobato
2021 Zenodo  
List of primary studies on gamification in the software engineering education and industry, published between 2011 and 2020.  ...  Game elements in a software engineering study group: a case study.  ...  Encouraging user behaviour with achievements: an empirical study. In <i>Proceedings of the 10th Working Conference on Mining Software Repositories</i> (<i>MSR '13</i>). IEEE Press, 65-68.  ... 
doi:10.5281/zenodo.4460064 fatcat:4iuzx4cwlfajpjivihvljus4ye

The Diversity of Gamification Evaluation in the Software Engineering Education and Industry: Trends, Comparisons and Gaps [article]

Rodrigo Henrique Barbosa Monteiro, Maurício Ronny de Almeida Souza, Sandro Ronaldo Bezerra Oliveira, Carlos dos Santos Portela, Cesar Elias de Cristo Lobato
2021 arXiv   pre-print
Gamification has been used to motivate and engage participants in software engineering education and practice activities.  ...  We selected 100 primary studies on gamification in software engineering (from 2011 to 2020).  ...  [3] and Jiang [4] suggest the need of additional empirical data and studies to support the effects of gamification in software engineering education.  ... 
arXiv:2102.05089v1 fatcat:2pm72ybjnba6bofc65hxzbds7u

Initiatives and Challenges of Using Gamification in Software Engineering: A Systematic Mapping [article]

Daniel Porto, Gabriela Jesus, Fabiano Ferrari, Sandra Fabbri
2020 arXiv   pre-print
Objective: This paper aims to characterize how gamification has been adopted in non-educational contexts of software engineering (SE) activities.  ...  Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities.  ...  Acknowledgements This study was financed in part by the Coordenação de Aperfeiçoamento de Pessoal de Nível Superior -Brasil (CAPES) -Finance Code 001, and Conselho Nacional de Desenvolvimento Científico  ... 
arXiv:2011.07115v1 fatcat:p3c5gnpiabarvo7xwxyb76bs4e

Gamification and SQL

Miguel Ehécatl Morales-Trujillo, Gabriel Alberto Garcéa-Mireles
2020 ACM Transactions on Computing Education  
Engineering education.  ...  Gamification, defined as the integration of game elements into non-gaming environments, is a promising approach to increase student engagement, motivation and performance in Computer Science and Software  ...  With the aim of addressing the aforementioned needs, an empirical study for evaluating effects of gamification in CS and SE education was designed.  ... 
doi:10.1145/3427597 fatcat:tlbeanv6knb6pokam3psfngp74

An Empirical Study on the Use of Student-Focused Approaches in the Software Engineering Teaching

Carlos dos Santos PORTELA, Alexandre Marcos Lins de VASCONCELOS, Sandro Ronaldo Bezerra OLIVEIRA, Mauricio Ronny de Almeida SOUZA
2021 Informatics in Education. An International Journal  
There is a predominance of traditional approaches to the Software Engineering (SE) teaching which proved to be inefficient, because they focus on the content from the professor´s viewpoint.  ...  The software industry is not satisfied with the preparation level of newly graduated professionals in Computing undergraduate courses.  ...  In this way, software companies have to complement the knowledge of the new graduates with extra training in order to provide the other competencies related to the software engineering (Dagnino, 2014)  ... 
doi:10.15388/infedu.2021.13 doaj:6a771ae51f4e47fabbc55f437883e5b3 fatcat:32xl2ezocncrxpmg7sionepxmu

AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE

Firas Layth Khaleel, Noraidah Sahari Ashaari, Tengku Siti Meriam Tengku Wook
2019 Jurnal Teknologi  
Previous studies have shown that applying Gamification elements in websites engages users.  ...  Gamification refers to the use of game elements in a non-game context in order to increase engagement between human and computer.  ...  This is an empirical study whereby empirical evidence is used to show that using gamification learning material is effective, and increases student motivation.  ... 
doi:10.11113/jt.v81.11133 fatcat:wejriw6zzjhq5hkj57pqx5dnqa

An Empirical Study of In-Class Laboratories on Student Learning of Linear Data Structures

Sarah S. Heckman
2015 Proceedings of the eleventh annual International Conference on International Computing Education Research - ICER '15  
One section completed in-class labs on array-based lists; the other section completed in-class labs on linked lists, in a counter-balanced study design.  ...  To increase student learning and engagement, we conducted a quasi-experimental study incorporating in-class labs into two sections of CSC216 during the linear data structures unit in the Fall 2014 semester  ...  Both sections met in large lecture halls with stationary desks and chairs. In CSC216 students work with a number of tools to support the learning outcomes related to software engineering.  ... 
doi:10.1145/2787622.2787713 dblp:conf/icer/Heckman15 fatcat:r5nhc3oggbhvhoo6bc3lamvqhi

Usability Recommendations for Designers of Smartphone Applications for Older Adults: An Empirical Study [chapter]

Bilal Ahmad, Ita Richardson, Sarah Beecham
2021 Software Usability [Working Title]  
To do this we conducted an empirical study in four stages: (1) Data extraction. Digital context is extracted through conducting Think Aloud sessions with tech-savvy OAs (aged 50+); (2) Data mapping.  ...  Three of these patterns are presented in this study.  ...  Programme to Lero -the Science Foundation Ireland Research Centre for Software (www.lero.ie) and IBM Ireland.  ... 
doi:10.5772/intechopen.96775 fatcat:rcmhqodyknay3cukfvg4sxcxou

A Sustainability Innovation Experiential Learning Model for Virtual Reality Chemistry Laboratory: An Empirical Study with PLS-SEM and IPMA

Chung-Ho Su, Ting-Wen Cheng
2019 Sustainability  
, in this case, for sustainable education.  ...  Moreover, a virtual lab promotes students' motivation in regard to chemistry.  ...  Individuals can interact or communicate with others through the systems or software, thus, it signifies great progress in the field of education.  ... 
doi:10.3390/su11041027 fatcat:o3qexogidje67g4e643wur7b64

Does Persuasive Technology Make Smartphones More Addictive? – An Empirical Study of Chinese University Students [article]

Xiaowei Chen
2021 arXiv   pre-print
The study uses questionnaires and in-depth interviews to examine the impact of persuasive technologies on young smartphone users.  ...  This study provides empirical evidence to argue that persuasive technologies increase users' screen time and contribute to the addictive behaviours of young smartphone users.  ...  Second, the study methods and data analysis software are described in detail. Third, study results and discussions are presented. Finally, conclusion and future work are discussed.  ... 
arXiv:2106.02604v2 fatcat:epigt3rvfnfk3jyzd3433zg7ae

An Empirical Study of Icon Recognition in a Virtual Gallery Interface

Denise Ashe, Alan Eardley, Bobbie Fletcher
2018 Advances in Science, Technology and Engineering Systems  
This paper reports on an empirical study (an extension of a pilot study) that analyses the design of icons in a German 3-D virtual art gallery interface.  ...  profiles into the study.  ...  In this study, an icon is taken to be 'in context' if two factors apply: 1.  ... 
doi:10.25046/aj030637 fatcat:bqcp3ddgqzbclkuamu3clzgbxi

An empirical study on the use of i* by non-technical stakeholders: the case of strategic dependency diagrams

Juan Pablo Carvallo, Xavier Franch
2018 Requirements Engineering  
Method: A case study involving non-technical stakeholders from 11 organizational areas in an Ecuadorian university, held under the supervision and coordination of the two authors acting as consultants.  ...  Conclusions: It is concluded that non-technical stakeholders can take an active role in the construction of the context model.  ...  In this concept emerged several approaches, being the i* framework one of the most widely adopted by the software engineering community.  ... 
doi:10.1007/s00766-018-0300-7 fatcat:ibbpd4lmo5dmzixhlrtulmbrcy

An Empirical Study of the Technology Transfer Potential of EU Security and Trust R&D Projects [chapter]

Martina de Gramatica, Fabio Massacci, Olga Gadyatskaya
2014 Communications in Computer and Information Science  
power plant in Ohio, causing a five-hour shutdown of computer systems in August 2003; and the Hatch nuke plant in Georgia shutting down for two days after an engineer loaded a software update for a business  ...  to recommend the best protection strategy based on the tool version and the assets to be protected; • a knowledge base based on empirical studies that will include a set of attacker models for software  ...  Opinions expressed here are not necessarily endorsed by the European Commission and by the projects described in this document.  ... 
doi:10.1007/978-3-319-12574-9_14 fatcat:wbh33s23cna7rnozpcqsbgp5ym

AN EMPIRICAL STUDY OF THE FACTORS AFFECTING THE ADOPTION OF MOBILE ENTERPRISE APPLICATIONS

Jacques Van den Berg, Elma Van der Lingen
2019 South African Journal of Industrial Engineering  
According to Basole [3] , this phenomenon can, in most cases, be explained as a result of the following: (i) technology limitations in both software and hardware; (ii) security concerns over access and  ...  Although various studies have been conducted in an organisational context, they have all been done on an individual level and have mainly focused on a B2E channel. Venkatesh et al.  ... 
doi:10.7166/30-1-1992 fatcat:jzryqgice5c2pdmc5hyhae2xje

Impact of Social Media Marketing On the Consumer Preferences in Restaurant Industry: An Empirical Study of Pakistan

Dr. Ijaz A. Qureshi, Iqra Nasim, Dr. Mike Whitty
2014 IOSR Journal of Business and Management  
After the questionnaires were completed, statistical package for social sciences software (SPSS) is used to analyze the data.  ...  Social media refers to the means of interactions among people in which they create, share, and exchange information and ideas in virtual communities and networks.  ...  Conclusion This study investigated the impact of social media (social sites) on consumer preferences in culinary industry specifically restaurants in the city of Lahore, Pakistan.  ... 
doi:10.9790/487x-16956574 fatcat:asptemjpzbhutpxqjd23g2ca5y
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