Conference Paper

A Gamification Technique for Motivating Students to Learn Code Readability in Software Engineering

Qing Mi, Jacky W. Keung, Xiupei Mei, Yan Xiao, W. K. Chan
Int. Symp. Educational Technology (ISET) 2018

Abstract

Code readability is one of the important software quality attributes that computer science students need to learn in their programming classes, unfortunately most of the students do not have the necessary work experience or background to appreciate the importance of code readability. Traditional methods of learning code readability tend to be less than interactive and practical in the classroom environment. With the advent of gamification technique, this study introduced a new interactive teaching method and implemented as GamiCRS, an online platform for students to learn code readability. The focus was on incorporating game-based mechanisms to enable students with positive attitudes towards a more interesting learning process. A complete incentive and reward model is proposed in the study together with a combination of both intrinsic and extrinsic motivators identified. To ensure its dynamic efficacy, a field experiment was carried out to compare GamiCRS with its nongamified counterparts and to evaluate learning outcomes. The empirical results show a positive effect towards the application of GamiCRS in the classroom environment. As many learning activities in software engineering are typically challenging and seldom amusing, gamification can thus be applied as a compelling addition to supporting a wider variety of teaching tactics. Index Terms-Code Readability; Gamification; Education; Crowdsourcing; Motivation; Technology Acceptance Model At this stage, all students' endeavors and accomplishments are meticulously tracked and rewarded with points and badges. While keeping them in the reward loop, we gradually facilitate students' understanding of the importance of code readability, and ultimately internalize its regulation so they can be selfmotivated and self-directed to perform the learning activity, instead of trying to escape it or just get through it. To validate the potential of GamiCRS, a field experiment is designed and conducted. The results show that GamiCRS is effective in motivating and retaining students to learn code readability, which is supported by a sound theoretical and experimental evidence. This study can serve as a significant reference for futu

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