skip to main content
10.1145/3396802.3396808acmotherconferencesArticle/Chapter ViewAbstractPublication PagesecseeConference Proceedingsconference-collections
research-article

Gamification in software engineering education through Visual Novels

Authors Info & Claims
Published:18 June 2020Publication History

ABSTRACT

Gamification is not a new term in the field of education. Visual Novels (VN) are text-based and afford interaction with their users. This work discusses the use of VNs as a gamification approach in software engineering education. VNs tell stories and can, therefore, offer a facilitated introduction to complex topics in higher education. Such a topic is the Waterfall model (WM), a process model for software development. It is lectured within a software engineering course at the University of Applied Sciences, Kempten (Germany). This lecture is taught to the students in form of an online video. In order to familiarize students with this topic, we developed and implemented a learning scenario in form of a VN. The aim of this approach is to motivate students, and thus improve their learning success.

References

  1. Balázs Barna and Szabina Fodor. 2018. An Empirical Study on the Use of Gamification on IT Courses at Higher Education. In Teaching and Learning in a Digital World, Michael E. Auer, David Guralnick, and Istvan Simonics (Eds.). Springer International Publishing, Cham, 684--692.Google ScholarGoogle Scholar
  2. D. M. R. Barros, L. R. Begosso, J. A. Fabri, and A. L'Erario. 2017. The use of comic strips in the teaching of software engineering. In 2017 IEEE Frontiers in Education Conference (FIE). 1--8. https://doi.org/10.1109/FIE.2017.8190537Google ScholarGoogle ScholarCross RefCross Ref
  3. A. Bartel and G. Hagel. 2016. Gamifying the learning of design patterns in software engineering education. In 2016 IEEE Global Engineering Education Conference (EDUCON). 74--79. https://doi.org/10.1109/EDUCON.2016.7474534Google ScholarGoogle ScholarCross RefCross Ref
  4. Katerina Bashova and Veno Pachovski. 2013. Visual novel. (09 2013). https://doi.org/10.13140/RG.2.1.5007.6405Google ScholarGoogle Scholar
  5. J. Caldwell. 2012. Information comics: An overview. In 2012 IEEE International Professional Communication Conference. 1--7. https://doi.org/10.1109/IPCC.2012.6408645Google ScholarGoogle ScholarCross RefCross Ref
  6. Robert Ciesla. 2019. Game Development with Ren'Py: Introduction to Visual Novel Games Using Ren'Py, TyranoBuilder, and Twine. Apress, Berkeley, CA. https://doi.org/10.1007/978--1--4842--4920--8Google ScholarGoogle Scholar
  7. Simone de Sousa Borges, Vinicius H. S. Durelli, Helena Macedo Reis, and Seiji Isotani. 2014. A Systematic Mapping on Gamification Applied to Education. In Proceedings of the 29th Annual ACM Symposium on Applied Computing (Gyeongju, Republic of Korea) (SAC '14). Association for Computing Machinery, New York, NY, USA, 216--222. https://doi.org/10.1145/2554850.2554956Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Alena Denisova and Paul Cairns. 2015. First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion?. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (Seoul, Republic of Korea) (CHI '15). Association for Computing Machinery, New York, NY, USA, 145--148. https://doi.org/10.1145/2702123.2702256Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (Tampere, Finland) (MindTrek '11). Association for Computing Machinery, New York, NY, USA, 9--15. https://doi.org/10.1145/2181037.2181040Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Hochschule für angewandte Wissenschaften Kempten. 2020. Courses. https://www.hs-kempten.de/studies/degree-courses.html?L=1 Accessed: 05.05.2020.Google ScholarGoogle Scholar
  11. Georg Hagel. 2019. Das Wasserfallmodell - Anschaulich erklärt! https://www.youtube.com/watch?v=4PIjvlPWPu0Google ScholarGoogle Scholar
  12. J. Jwo. 2015. Teaching software engineering through comics and micro-movie design projects. In 2015 10th International Conference on Computer Science Education (ICCSE). 328--331. https://doi.org/10.1109/ICCSE.2015.7250265Google ScholarGoogle ScholarCross RefCross Ref
  13. George Koelsch. 2016. User Stories. Apress, Berkeley, CA, 301--326. https://doi.org/10.1007/978--1--4842--2099--3_13Google ScholarGoogle Scholar
  14. Richard Lee and Gabriel Chia. 2015. Surfacing Intuitions Through Visual Novels. Springer Singapore, Singapore, 145--153. https://doi.org/10.1007/978--981--287--182--4_11Google ScholarGoogle Scholar
  15. Dave McKenna. 2016. The Art of Scrum: How Scrum Masters Bind Dev Teams and Unleash Agility. Apress, Berkeley, CA. https://doi.org/10.1007/978--1--4842--2277--5Google ScholarGoogle Scholar
  16. Riccardo Metraglia and Valerio Villa. 2014. Engineering Graphics Education: Webcomics as a Tool to Improve Weaker Students' Motivation. Research Journal of Applied Sciences, Engineering and Technology 7(052014), 4106--4114. https://doi.org/10.19026/rjaset.7.774Google ScholarGoogle ScholarCross RefCross Ref
  17. Moodle. 2020. https://moodle.org/Google ScholarGoogle Scholar
  18. Eric A. Nyamsi. 2019. Projektmanagement mit Scrum: Tools zur Entwicklung von Software. Springer Fachmedien Wiesbaden, Wiesbaden. https://doi.org/10.1007/978--3--658--27486--3Google ScholarGoogle Scholar
  19. Oscar Pedreira, Félix García, Nieves Brisaboa, and Mario Piattini. 2015. Gamification in software engineering - A systematic mapping. Information and Software Technology 57 (2015), 157 - 168. https://doi.org/10.1016/j.infsof.2014.08.007Google ScholarGoogle ScholarCross RefCross Ref
  20. Ren'Py. 2020. https://www.renpy.org/Google ScholarGoogle Scholar
  21. Francisco Lepe Salazar, Tatsuo Nakajima, and Todorka Alexandrova. 2013. Visual Novels: An Methodology Guideline for Pervasive Educational Games that Favors Discernment. In Grid and Pervasive Computing, James J. (Jong Hyuk) Park, Hamid R. Arabnia, Cheonshik Kim, Weisong Shi, and Joon-Min Gil (Eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 234--243.Google ScholarGoogle Scholar
  22. W. Scacchi. 2017. Practices and Technologies in Computer Game Software Engineering. IEEE Software 34, 1 (Jan 2017), 110--116. https://doi.org/10.1109/MS.2017.20Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Gamification in software engineering education through Visual Novels

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        ECSEE '20: Proceedings of the 4th European Conference on Software Engineering Education
        June 2020
        83 pages
        ISBN:9781450377522
        DOI:10.1145/3396802

        Copyright © 2020 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 18 June 2020

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article
        • Research
        • Refereed limited

        Acceptance Rates

        ECSEE '20 Paper Acceptance Rate11of16submissions,69%Overall Acceptance Rate11of16submissions,69%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader