The Role of Gamification Implementation in Improving Quality and Intention in Software Engineering Learning
The Role of Gamification Implementation in Improving Quality and Intention in Software Engineering Learning
Corresponding Author:
Tri Wahyuningsih
Department of Computer Science, Universitas Kristen Satya Wacana
Salatiga, Indonesia
Email: [email protected]
1. INTRODUCTION
One of the major challenges in improving software engineering as a profession is ensuring that future
software engineers are adequately trained and prepared. To achieve this goal, efforts have been focused on two
areas: defining and establishing software engineering curricula that cover the knowledge and skills needed in
professional practice, and improving the methods and techniques used to teach software engineering [1]–[3].
Examples of initiatives aimed at defining software engineering curricula include undergraduate and graduate
education standards, competency models, and expert opinions on what should be included in software
engineering education. In addition to these efforts, the software engineering education community has also
been working to find more effective ways to teach software engineering, including traditional methods such as
tombstone projects, and newer approaches such as project-based learning, case-based teaching, and research-
based teaching. Other innovative pedagogical strategies that have been discussed within the community include
swapped classrooms and the use of game-related approaches based on serious play or gamification [4], [5].
Gamification, which involves incorporating elements of game design into non-game contexts, has
become a popular teaching technology in education in recent years [6], [7]. This approach aims to create
experiences that engage and motivate learners in the same way that a game does, but for educational purposes.
While gamification has been around since 2008, it has gained widespread adoption in the education sector since
2010. However, research on the effectiveness of gamification in education is still limited, and there are
concerns about the potential risks of this approach. Several studies [3]–[6] have found that up to 80% of
gamification applications may not meet their intended goals, often due to poor implementation.
The idea that gamification can enhance academic learning by motivating and engaging students has
gained traction in the education field [8]–[10]. However, implementing gamification in education can be
challenging for educators due to the time and effort required. Additionally, there is a lack of standardization in
the approaches used to gamify learning activities, which has led to mixed results in gamification experiments.
Several studies [4]–[8] have even reported negative impacts on learning processes and outcomes due to
ineffective gamification methods [11].
This research aims to investigate the use of gamification in software engineering education as a way
to revitalize the learning experience for students. Many software engineering students may find traditional
teaching methods to be monotonous or demotivating, and this study seeks to understand how gamification can
be implemented in a way that can help to motivate and engage these students. Through a comprehensive review
of the existing literature on gamification in software engineering education, this research aims to identify the
challenges and opportunities presented by this approach to learning. The ultimate goal is to improve the
learning processes and outcomes for software engineering students through the use of gamification.
The purpose of this research was to systematically map the use of gamification in software engineering
education, following the guidelines and recommendations of Petersen et al. [12]. The research questions were
designed to provide insight into the current state of gamification in software engineering education, including
its potential benefits, trends, and challenges. This information will be useful for software engineering
academics as they seek to understand the field and identify areas for further research and development.
Additionally, the research aims to help educators analyze current trends and identify any gaps in the use of
gamification in software engineering education.
RQ1. In which software engineering education contexts has gamification been applied?
RQ2. How has gamification been implemented in software engineering education courses?
RQ3. What is the evidence of the impact of gamification on software engineering education?
The main goal of the first research question (RQ1) was to understand the context in which
gamification has been applied in software engineering education. Specifically, the study examined the types of
software engineering classes or courses that have been gamified, the educational activities that have been
gamified, and the most commonly adapted software engineering processes. The second research question
(RQ2) aimed to investigate how gamification is being implemented in practice in software engineering
education. This question looked at the different approaches and methodologies used to gamify software
engineering education, the game elements that have been incorporated into these courses, and the tools, if any,
that are being used to apply gamification. This information is valuable for software engineering courses that
are considering using gamification, as it can help them decide whether to use existing methods or design new
approaches based on the strengths and weaknesses of current solutions. Additionally, understanding the
technical support (tools) needed for gamification can provide important data on the cost of gamification and
which gamification components from the literature have been utilized. Finally, the third research question
(RQ3) focused on the existing evidence on the impact of gamification on software engineering education,
specifically which software engineering education goals have been gamified and what evidence exists on the
results. This information can help to determine whether gamification in software engineering education has
positive or negative effects on software engineering learning processes and outcomes.
2. LITERATURE REVIEW
2.1. Gamification in education
Gamification is a way to make an activity more fun by adding game elements to the activity. In
education, gamification can be applied to help increase student motivation and improve their learning outcomes
[13]–[15]. The application of gamification in education can be done by giving rewards to students who
successfully achieve learning goals or complete certain tasks. These rewards can be in the form of points, levels
or badges that can increase students' motivation to continue learning and improve their learning outcomes [16].
In addition, gamification can also help improve student creativity and collaboration. By adding game
elements such as missions and adventures in learning, students will be more interested and engaged in learning
activities. They will also learn faster by helping each other to complete tasks or achieve learning goals.
Gamification can also help reduce students' boredom and saturation in learning [17]. With fun game elements,
students will be more interested in learning and will more easily understand the subject matter. Gamification
can also help improve students' concentration during learning, so their learning outcomes will be better [4],
[7]. In general, incorporating gamification into education can be an efficient method to enhance students'
motivation and augment their academic achievements. By integrating game-like features into educational
practices, learners are likely to become more invested and involved in the learning process, resulting in more
favorable learning outcomes.
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3. HYPOTHESES DEVELOPMENT
Gamification is a technique that incorporates game elements in a system or activity to increase user
motivation and participation. One of the factors that influence the quality of gamification is perceived of use.
Perceived of use is a person's assessment or response to the ease of use of a system or activity. In the context
of gamification, perceived of use refers to how easily users understand and follow the games offered by the
system [5].
If perceived of use is high, the quality of gamification will be better. Users will find it easier to
understand and follow the game offered, so user motivation and participation will increase. This will result in
a more enjoyable and effective game experience in achieving the gamification goals. Thus, the role of perceived
of use is very important in improving the quality of gamification. System developers should pay attention to
perceived of use in designing the game to be offered, so that the game is easy for users to understand and
perform. Thus, gamification can be more effective in increasing user motivation and participation.
- H1: Perceived ease of use has a significant role on gamification quality.
Gamification is one of the techniques used in the learning process to increase students' motivation and
participation in learning activities. By using game elements such as points, levels and rewards, gamification
can make learning more fun and interactive. Based on the results of a survey conducted on a number of students,
it turns out that the majority of students feel very satisfied with the quality of gamification implemented in the
learning process. They feel more challenged and encouraged to study harder by the gamification system. In
addition, they also feel happier and less bored in following the learning process [6], [10].
However, there are also many students who are dissatisfied with the quality of gamification. They feel
that the gamification system is too complicated and confusing, which does not help in the learning process.
Therefore, it is necessary to improve and evaluate the gamification system so that it can be more effective and
make a significant contribution to the learning process.
- H2: Student satisfaction has a significant role in gamification quality.
Perceived usefulness is one of the factors that influence the quality of gamification. Gamification is a
technique that uses game elements to increase motivation and engagement in an activity. First, perceived
usefulness is a factor that affects the success rate of gamification. Gamification that is perceived as useful will
be more easily accepted by users and provide more optimal results. This is because users will be more involved
and have higher motivation to complete the given activity [3].
Second, perceived usefulness also affects the level of user interest in gamification. Gamification that
is perceived as useful will be more interesting and fun for users, so they will be more interested in trying and
using it. This will increase user engagement and make them more involved in the given activity.
- H3: Perceived usefulness has a significant role on gamification quality.
Gamification is one of the strategies often used in improving the quality and intensity of use of a
system or service. By inserting game elements into the system, someone will feel more interested and actively
involved in using it [3]. One example that can be mentioned is gamification in fitness apps. By adding a feature
that counts the number of steps taken throughout the day, and rewards people with badges or virtual awards
when they reach certain targets, people will feel more motivated to continue exercising and using the app
regularly.
However, keep in mind that gamification is not always effective in increasing intention of use. For
this reason, it is necessary to have the right combination of game features that are inserted, as well as designs
and user interfaces that are attractive and easy to understand by users. Thus, gamification can be an effective
strategy in increasing the intention of use of a system or service.
- H4: Gamification quality has a significant role on software engineering intention.
Gamification is the process of adding game elements into everyday activities to increase motivation
and engagement. Technology is an integral part of modern life and has increased efficiency and productivity
in various fields [3]. However, there are concerns about the negative impact of using too much technology,
known as technology anxiety. Gamification can reduce technology anxiety by providing clear structure and
goals to technology users. This helps them to focus on the desired goal and improves concentration. In addition,
game elements can provide rewards and recognition that increase user motivation and satisfaction.
- H5: Gamification quality has a significant role on technology anxiety.
Technology anxiety is a phenomenon that often occurs today. Many people feel anxious and worried
about technology that is increasingly sophisticated and complex [3], [28]. This can affect their intention to use
the technology, including gamification. Gamification is a method that incorporates game elements in a non-
game activity, such as in business or learning. The goal is to increase user motivation and participation.
However, the technology used in gamification often makes people feel anxious and worried.
One of the main causes of technology anxiety towards gamification is anxiety about personal data
security. Many people are worried that their data will be misused by irresponsible parties. This may discourage
them from using gamification to increase motivation and participation.
- H6: Technology anxiety has a significant role on software engineering intention.
4. METHODOLOGY
For this research, an online survey using a self-assessment questionnaire was conducted from July to
October 2022 to gather information from students and teachers in Indonesia who have utilized gamification in
their learning process, specifically in the field of software engineering. The data collected was filtered to exclude
those who had no experience with gamification. Out of the 134 initial respondents, 90 were determined to have
utilized gamification in their learning. The demographic makeup of these respondents is shown in Table 2.
The survey consisted of two sections: the first focused on gathering basic demographic data, while
the second aimed to test specific hypotheses. The questions included in the survey were designed based on
prior research and had already been proven to be reliable through validation procedures. In order to increase
the accuracy of the measurements taken, the survey utilized seven Likert scales. The overall validity of the
questionnaire was also confirmed before it was administered. Research framework used in this research are
proposed on Figure 1.
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To assess multicollinearity between constructs, variance inflation factor (VIF) analysis was conducted
in Table 3. The analysis results show that the inner VIF value ranges from 1.000 to 2.580, indicating that there
is no potential multicollinearity between latent constructs. This is supported by the recommendation of Hair et
al. [28], which suggests that the VIF value should be less than 5.0 to ensure the relevance of the model.
5. DATA ANALYSIS
This study uses SmartPLS 3 to conduct measurement and partial least squares (PLS) analysis.
Table 4 describes the measurement items used in this study. Reliability and validity analyses were conducted
during the measurement stage, and the path coefficients and strength of the structural model were tested and
examined during the analysis stage. To confirm the reliability and validity of the constructs and to investigate
the interactions between them. This study focused on the causal relationships between PEU, SSG, PUG, GQ,
TA, and SEI practices, each of which contains various measurement items that have been previously studied.
Questionnaire measurement items are presented on Table 4.
In this research, SmartPLS 3 software was utilized to perform measurement and partial least squares
analysis. The measurement items used in the study are detailed in Table 4. To ensure the reliability and validity
of the constructs, reliability and validity analyses were conducted during the measurement stage. During the
analysis stage, the path coefficients and structural model strength were examined. The purpose of these two
stages is to confirm the reliability and validity of the constructs and to investigate the connections between
them. The focus of the study was on the causal relationships between PEU, SSG, PUG, GQ, TA, and SEI
practices, each of which includes various measurement items that have been previously studied.
Despite the benefits of using PLS methods, there are some limitations to consider. One issue is that
model parameter optimization is performed in a two-step process, which may lead to potential bias and error
in the estimation of structural model path coefficients. To address this limitation, researchers who are experts
in gamification carefully reviewed the questionnaire used in this study to ensure that the measurement items
were appropriate for the study. In addition, there is no standard global measure of model fit for PLS-SEM,
which may hinder its use for testing and validation. Therefore, it is important to evaluate the results carefully
and consider other methods for confirmatory analysis.
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student satisfaction has a positive and significant impact on gamification quality, which supports H2 (SSG →
GQ: β = 0.363, t-value = 3.437). The analysis shows that perceived usefulness has a positive and significant
impact on gamification quality, which supports H3 (PUG → GQ: β = 0.290, t-value = 2.223). The analysis
shows that gamification quality has a positive and significant impact on gamification intention to use, which
supports H4 (GQ → SEI: β = 0.523, t-value = 4.110). The analysis shows that gamification quality has a
positive and significant impact on technology anxiety, which supports H5 (GQ → TA: β = 0.809, t-value =
3.675). Finally, technology anxiety significantly and positively affects gamification intention to use, which
supports H6 (TA → UIG: β = 0.369, t-value = 2.440).
6. DISCUSSION
This research focuses on the integration of gamification concept in software engineering learning.
Then, both are tested with several research variables in the theory to prove the relationship of these variables.
A good learning activity and a good gamification system depend on the quality of learning and how teachers
pay attention to the needs of their students. There are several important findings and contributions from the
empirical results of this research, both for academics and practitioners.
students feel dissatisfied with the subject matter, they will be less likely to engage in gamification. This will
result in low quality gamification, making it ineffective in increasing student motivation and participation.
Then testing hypothesis 3 found that perceived usefulness has a significant positive effect on
gamification quality. Perceived usefulness is one of the factors that has a significant influence on gamification
quality. This is because perceived usefulness is a concept that refers to users' belief that a system or technology
can provide benefits for them in solving problems or meeting their needs. Perceived usefulness is a very
important factor in gamification because it provides encouragement for users to continue using and exploring
the features available in a game. If users feel that the game does not provide benefits to them, then they will
tend to abandon the game and move on to other games that are considered more useful. In addition, perceived
usefulness also has a significant influence on the level of user engagement in the game. Users who feel that the
game provides benefits to them will be more interested in continuing to play the game and do the activities
available in the game. This will increase the level of user engagement in the game and make the game more
attractive to users. Together, well-organized perceived ease of use, student satisfaction, and perceived
usefulness will create a stable and quality gamification system between teachers and students in software
engineering classes, leading to software engineering intention.
Hypothesis 4 testing found that use of gamification has become increasingly prevalent in software
engineering education and training. The hypothesis that gamification quality has a significant role on software
engineering intention is supported by research. Studies have shown that the use of gamification in software
engineering training can improve student motivation, engagement, and performance, leading to increased
intention to pursue a career in software engineering. High-quality gamification features such as clear
objectives, challenging tasks, and immediate feedback can enhance the learning experience, ultimately leading
to a higher intention to pursue software engineering.
Moreover, Hypothesis 5 testing found the hypothesis that gamification quality has a significant role
on technology anxiety is also supported by research. Gamification can help reduce technology anxiety by
creating a positive and engaging learning environment. Students who are anxious about technology may feel
more confident and motivated when they are presented with gamified learning activities that are challenging,
yet achievable. Furthermore, gamification elements such as rewards and recognition can help to reduce anxiety
and increase confidence, leading to improved learning outcomes.
The hypothesis 6 found that technology anxiety has a significant role on software engineering
intention is also supported by this research. Students who experience high levels of technology anxiety may be
less likely to pursue a career in software engineering, even if they have an interest in the field. Technology
anxiety can lead to decreased self-efficacy, which can in turn lead to lower intentions to pursue software
engineering. However, gamification can help to mitigate technology anxiety by providing a positive and
engaging learning experience, which can increase self-efficacy and ultimately lead to higher intentions to
pursue a career in software engineering.
7. CONCLUSION
The implementation of gamification in the software engineering learning process is an important thing
to implement. It can increase students' motivation and learning ability in software engineering. First,
gamification can increase students' motivation in learning. Through gamification, the learning process becomes
more interesting and less boring. Students can feel the sensation of playing games while learning, so they will
be more interested and eager to complete the material provided. Second, gamification can improve students'
learning ability. Through games, students can apply the concepts learned in a form that is more fun and easier
to understand. In addition, games can also provide quick and accurate feedback on students' abilities, so that
students can know their weaknesses and shortcomings and can improve them. While the current research
included a comprehensive framework, methodology, and data collection, there are still areas for improvement
in future studies. One limitation is the lack of analysis of different types of gamification models. In order to
provide more inclusive findings and consequences, it would be beneficial to include participants from a variety
of gamification systems or models. Another potential issue is the potential biases of participants based on their
education level and the learning methods they are accustomed to. Future research should delve into whether
individuals from different education levels have preferences for certain learning methods and if there are
specific motivations behind these preferences. Additionally, examining the relationship between students and
instructors or teachers could be enhanced through the use of technology such as eye-tracking movement
technology, which can provide insight into the user experience and facilitate psychological self assessment.
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BIOGRAPHIES OF AUTHORS