业务流程建模教育游戏化:实验分析

IF 2 3区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Software and Systems Modeling Pub Date : 2024-04-18 DOI:10.1007/s10270-024-01171-3
Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano
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引用次数: 0

摘要

游戏化是一种在非娱乐环境中使用游戏元素来提高用户参与度和兴趣的做法,多年来越来越多地被应用于软件工程领域。业务流程建模是软件工程师的一项基本技能,而业务流程建模符号(BPMN)是这一学科最常用的符号之一。在与软件工程相关的特定硕士学位课程中,BPMN 建模出现在不同的课程中,但通常被学生视为不吸引人或无趣的活动。游戏化有可能解决这个问题,尽管目前还没有相关的研究尝试。本文旨在收集有关游戏化如何影响学生执行 BPMN 建模任务的积极性,以及由此产生的学习效率和学习成果的初步见解。在一项有 200 名学生参与的实验中,对一个采用反馈、奖励、进步和惩罚等游戏化机制的 BPMN 图表建模网络应用程序与一个提供更有限反馈的非游戏化版本进行了比较。实验结束后,收集并分析了学生建模的图表。实验后的问卷调查收集了学生的意见。统计分析表明,游戏化引导学生更频繁地检查自己的解决方案是否正确,提高了图表的语义正确性,从而表明游戏化可以提高学生的建模技能。然而,实验结果喜忧参半,需要在未来进行更多实验,以便在实际课堂使用中对该工具进行微调。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Gamification of business process modeling education: an experimental analysis

Gamification, the practice of using game elements in non-recreational contexts to increase user participation and interest, has been applied more and more throughout the years in software engineering. Business process modeling is a skill considered fundamental for software engineers, with Business Process Modeling Notation (BPMN) being one of the most commonly used notations for this discipline. BPMN modeling is present in different curricula in specific Master’s Degree courses related to software engineering but is usually seen by students as an unappealing or uninteresting activity. Gamification could potentially solve this issue, though there have been no relevant attempts in research yet. This paper aims at collecting preliminary insights on how gamification affects students’ motivation in performing BPMN modeling tasks and—as a consequence—their productivity and learning outcomes. A web application for modeling BPMN diagrams augmented with gamification mechanics such as feedback, rewards, progression, and penalization has been compared with a non-gamified version that provides more limited feedback in an experiment involving 200 students. The diagrams modeled by the students are collected and analyzed after the experiment. Students’ opinions are gathered using a post-experiment questionnaire. Statistical analysis showed that gamification leads students to check more often for their solutions’ correctness, increasing the semantic correctness of their diagrams, thus showing that it can improve students’ modeling skills. The results, however, are mixed and require additional experiments in the future to fine-tune the tool for actual classroom use.

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来源期刊
Software and Systems Modeling
Software and Systems Modeling 工程技术-计算机:软件工程
CiteScore
6.00
自引率
20.00%
发文量
104
审稿时长
>12 weeks
期刊介绍: We invite authors to submit papers that discuss and analyze research challenges and experiences pertaining to software and system modeling languages, techniques, tools, practices and other facets. The following are some of the topic areas that are of special interest, but the journal publishes on a wide range of software and systems modeling concerns: Domain-specific models and modeling standards; Model-based testing techniques; Model-based simulation techniques; Formal syntax and semantics of modeling languages such as the UML; Rigorous model-based analysis; Model composition, refinement and transformation; Software Language Engineering; Modeling Languages in Science and Engineering; Language Adaptation and Composition; Metamodeling techniques; Measuring quality of models and languages; Ontological approaches to model engineering; Generating test and code artifacts from models; Model synthesis; Methodology; Model development tool environments; Modeling Cyberphysical Systems; Data intensive modeling; Derivation of explicit models from data; Case studies and experience reports with significant modeling lessons learned; Comparative analyses of modeling languages and techniques; Scientific assessment of modeling practices
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