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A systematic review of gamification in software engineering education

- Korniienko, Serhii S. (orcid.org/0000-0002-2573-2115), Zahorodko, Pavlo V. (orcid.org/0000-0002-8254-7899), Striuk, A.M. (orcid.org/0000-0001-9240-1976), Kupin, Andrey (orcid.org/0000-0001-7569-1721) and Semerikov, Serhiy O. (orcid.org/0000-0003-0789-0272) (2024) A systematic review of gamification in software engineering education Proceedings of the 6th International Workshop on Augmented Reality in Education (AREdu 2023). Kryvyi Rih, Ukraine, May 17, 2023 (3844). pp. 83-95. ISSN 1613-0073

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Abstract

Background: Gamification is a promising approach for enhancing motivation and engagement in software engineering education, but its applications and effects are not yet well understood. Objective: To systematically review the use of gamification in software engineering education, focusing on the game elements utilized, the software engineering knowledge areas and skills targeted, and the reported impacts on learning outcomes and student perceptions. Methods: We searched Scopus for papers published in journals, conferences, or workshops that described empirical studies of gamification in software engineering courses. Study characteristics, gamification approaches, software engineering topics, research methods, and key findings were extracted and synthesized using a combination of quantitative and qualitative methods. Results: The 29 included studies most commonly employed points (17 studies), challenges (14 studies), leaderboards (11 studies), and badges (9 studies) to gamify the learning of software process (12 studies), design (9 studies), and professional practices (7 studies). The majority of studies (21) reported positive impacts on student engagement, motivation, and/or performance, but the quality of evidence was limited by the lack of validated measurement instruments and controlled study designs. Conclusions: Gamification appears to be a promising approach for enhancing software engineering education, but more rigorous empirical research is needed to understand its effects and boundary conditions. This review provides educators and researchers with an overview of current applications, evidence, and open questions to guide the design and study of gamified learning experiences in software engineering.

Item Type: Article
Keywords: gamification, software engineering education, systematic review, learning outcomes, student engagement, motivation, serious games, game-based learning, evidence-based practice, computer science education
Subjects: Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 00 Prolegomena. Fundamentals of knowledge and culture. Propaedeutics > 004 Computer science and technology. Computing. Data processing > 004.4 Software
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 00 Prolegomena. Fundamentals of knowledge and culture. Propaedeutics > 004 Computer science and technology. Computing. Data processing > 004.9 Application-oriented computer-based techniques
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 37.01/.09 Special auxiliary table for theory, principles, methods and organization of education > 37.02 General questions of didactics and method
Science and knowledge. Organization. Computer science. Information. Documentation. Librarianship. Institutions. Publications > 3 Social Sciences > 37 Education > 37.01/.09 Special auxiliary table for theory, principles, methods and organization of education > 37.09 Organization of instruction
Divisions: Institute for Digitalisation of Education > Department of Cloud-Oriented Systems and Artificial Intelligence in Education
Depositing User: Сергій Олексійович Семеріков
Date Deposited: 08 Jul 2026 11:35
Last Modified: 08 Jul 2026 11:35
URI: https://lib.iitta.gov.ua/id/eprint/749833

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