The study explored the integration of Gamekins, a gamification tool, into a software testing curriculum. Students completed 730 challenges, 113 quests, and 941 achievements, reflecting strong engagement. The research analyzed how students adopted Gamekins during the course and examined their behaviors and perceptions towards gamified elements. Notably, leaderboard visibility and avatar customization played significant roles in enhancing competition and participation. Students in the Fuzzer project showed improved performance, possibly due to increased familiarity with the platform. The findings suggest that gamification can enhance learning outcomes in software testing courses.
During the course, students engaged extensively with the Gamekins platform, completing 730 challenges, 113 quests, and 941 achievements, enhancing their learning experience.
52% of students utilized avatars in their Gamekins experience, showing active participation and interest in competitive elements highlighted through leaderboards throughout the project.
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