Research

Gamification in Computer Engineering Education

Gamification in Computer Engineering Education

Gamification in Computer Engineering Education

By Kylie Bedwell

Abstract

“Gamification is a field of research that applies game-like elements to non-game scenarios with the aim of increasing the interest and motivation of people working within these scenarios. In computer engineer education gamification can be used as a tool to increase the engagement of students with learning processes. This study used the principles of gamification to design a supplementary learning tool for the teaching of information systems technology, in particular to improve student understanding and use of Business Process Model and Notation (BPMN) diagrams. The goal of this study was to design a gamified tool for the teaching of BPMN and to analyze the effectiveness of different game elements at increasing student motivation and performance. From an analysis of relevant literature it was determined that further research into the cruciality of the various game elements was required. A prototype web application (known as BIPMIN) was thus developed which implemented three different designs, each one incorporating different game elements relating to either progress, competition or rewards based elements. The design of the gamified web application included: the development of the requirements; an analysis of software tools available; the analysis and selection of appropriate game elements to be incorporated; the design and implementation of an evaluation engine for automatic assessment of BPMN diagrams; the design and testing of a graphical user interface; and the selection of an appropriate software architecture for the application. An evaluation was then conducted on the prototype to evaluate and improve the usability of the tool and the effectiveness of the game-like components. The trial program involved volunteer participants from the cohort of masters in engineering students who were asked to complete a number of tasks using the BIPMIN prototype. These tasks aimed to answer two specific research questions: 1. Is the system usable by students of computer engineering?, and 2. Which game elements are the most important for motivating students?. The results of the evaluation indicated that the application had a positive effect on improving students BPMN modeling practices. The usability of the application was assessed as very good, scoring an average of 85.8 using the System Usability Scale (SUS), and participants of the trial expressed pleasure at the intuitive design and ease of use of the application. The design incorporating rewards-based game elements was found to be the most motivational for students, performing consistently strongly in all criteria when compared to the progress and competition based designs. Individual game elements were also assessed and compared, with the following elements determined to be the most motivational: 1. rewards, 2. levels, 3. progress bars, and 4. aesthetics. This study provided a preliminary assessment of the effectiveness of different game elements when incorporated into a tool for learning BPMN. Further analysis is recommended to confirm the results of this study with a larger sample of students within a classroom environment. It is envisaged that BIPMIN will be incorporated into the teaching program of information systems technology, and this would allow for a more comprehensive and quantitative assessment of the effectiveness of the tool and of gamification as a teaching strategy”

Reference

Bedwell, K. (2022). Gamification in Computer Engineering Education. Retrieved September 29, 2022, from https://webthesis.biblio.polito.it/23643/1/tesi.pdf

Keyword

Gamification, computer, education, game element, design research