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Gamifying Users’ Learning Experience of Scrum

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Information and Communication Technology and Applications (ICTA 2020)

Abstract

Serious games have arisen to boost users’ interaction and efficiency as they reach a particular objective, integrating with the game’s mechanics, thus producing a very enticing mission. The use of serious games in Software Engineering to increase the participation of developers has been studied with great interest to train potential professionals to encounter situations they may face in the development of software. This paper introduces ScrumGame, a serious game to train both students in Software Engineering and software practitioners in Scrum. The game was tested with users who use Scrum in their everyday work using pre-test-post-test style. The SIMS and MSLQ tests were used for this, which were both performed by the users before and after the game was played. We aimed at assessing how game use affects learning strategies and motivation. Backed up with evidence for statistical significance, findings indicate that ScrumGame has had a positive effect on the students.

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Correspondence to Guillermo Rodriguez .

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Rodriguez, G., Teyseyre, A., Gonzalez, P., Misra, S. (2021). Gamifying Users’ Learning Experience of Scrum. In: Misra, S., Muhammad-Bello, B. (eds) Information and Communication Technology and Applications. ICTA 2020. Communications in Computer and Information Science, vol 1350. Springer, Cham. https://doi.org/10.1007/978-3-030-69143-1_38

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  • DOI: https://doi.org/10.1007/978-3-030-69143-1_38

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-69142-4

  • Online ISBN: 978-3-030-69143-1

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