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

Gamification in software engineering education through Visual Novels

Published: 18 June 2020 Publication 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.
[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.2017.8190537
[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.2016.7474534
[4]
Katerina Bashova and Veno Pachovski. 2013. Visual novel. (09 2013). https://doi.org/10.13140/RG.2.1.5007.6405
[5]
J. Caldwell. 2012. Information comics: An overview. In 2012 IEEE International Professional Communication Conference. 1--7. https://doi.org/10.1109/IPCC.2012.6408645
[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--8
[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/10.1145/2554850.2554956
[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/10.1145/2702123.2702256
[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/10.1145/2181037.2181040
[10]
Hochschule für angewandte Wissenschaften Kempten. 2020. Courses. https://www.hs-kempten.de/studies/degree-courses.html?L=1 Accessed: 05.05.2020.
[11]
Georg Hagel. 2019. Das Wasserfallmodell - Anschaulich erklärt! https://www.youtube.com/watch?v=4PIjvlPWPu0
[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.2015.7250265
[13]
George Koelsch. 2016. User Stories. Apress, Berkeley, CA, 301--326. https://doi.org/10.1007/978--1--4842--2099--3_13
[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_11
[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--5
[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.7.774
[17]
Moodle. 2020. https://moodle.org/
[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--3
[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.2014.08.007
[20]
Ren'Py. 2020. https://www.renpy.org/
[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.
[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.2017.20

Cited By

View all
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
  • (2023)Reflections on Training Next-Gen Industry Workforce on Secure Software DevelopmentProceedings of the 5th European Conference on Software Engineering Education10.1145/3593663.3593665(1-10)Online publication date: 19-Jun-2023
  • (2022)SeaStory: An interactive narrative using collaborative featuresProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3535276(633-636)Online publication date: 27-Jun-2022
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

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
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].

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 June 2020

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. gamification
  2. learning activation
  3. software engineering education
  4. visual novel

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

ECSEE '20

Acceptance Rates

ECSEE '20 Paper Acceptance Rate 11 of 16 submissions, 69%;
Overall Acceptance Rate 11 of 16 submissions, 69%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)31
  • Downloads (Last 6 weeks)0
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
  • (2023)Reflections on Training Next-Gen Industry Workforce on Secure Software DevelopmentProceedings of the 5th European Conference on Software Engineering Education10.1145/3593663.3593665(1-10)Online publication date: 19-Jun-2023
  • (2022)SeaStory: An interactive narrative using collaborative featuresProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3535276(633-636)Online publication date: 27-Jun-2022
  • (2021)Design of Gamified Learning Experiences2021 4th International Conference on Inclusive Technology and Education (CONTIE)10.1109/CONTIE54684.2021.00012(18-22)Online publication date: Oct-2021

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media