The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. ex. Some numerals are expressed as "XNUMX".
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The original paper is in English. Non-English content has been machine-translated and may contain typographical errors or mistranslations. Copyrights notice
Recentemente, muitos estudos aplicaram a gamificação ao ensino de engenharia de software e ao desenvolvimento de software para melhorar os resultados do trabalho. Gamificação é definida como “o uso de elementos de design de jogos em contextos não relacionados a jogos”. Ao aplicar a gamificação, estabelecemos diversas regras de jogo, como um limite de tempo. No entanto, não está claro se a regra afeta ou não o tempo de trabalho. Por exemplo, se aplicarmos um limite de tempo a desenvolvedores impacientes, o tempo de trabalho poderá ser mais curto, mas a regra poderá afetar negativamente devido à pressão pelo tempo. Neste estudo, analisamos com experimentos subjetivos se as regras afetam os resultados do trabalho, como o tempo de trabalho. Nossos resultados experimentais sugerem que, para as tarefas de codificação, o tempo de trabalho foi reduzido quando aplicamos uma regra que conscientizou os desenvolvedores sobre o tempo de trabalho, mostrando o tempo decorrido.
Kohei YOSHIGAMI
Nara Institute of Science and Technology
Taishi HAYASHI
Kindai University
Masateru TSUNODA
Kindai University
Hidetake UWANO
Nara College
Shunichiro SASAKI
Kindai University
Kenichi MATSUMOTO
Nara Institute of Science and Technology
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Kohei YOSHIGAMI, Taishi HAYASHI, Masateru TSUNODA, Hidetake UWANO, Shunichiro SASAKI, Kenichi MATSUMOTO, "How Does Time Conscious Rule of Gamification Affect Coding and Review?" in IEICE TRANSACTIONS on Information,
vol. E102-D, no. 12, pp. 2435-2440, December 2019, doi: 10.1587/transinf.2019MPL0002.
Abstract: Recently, many studies have applied gamification to software engineering education and software development to enhance work results. Gamification is defined as “the use of game design elements in non-game contexts.” When applying gamification, we make various game rules, such as a time limit. However, it is not clear whether the rule affects working time or not. For example, if we apply a time limit to impatient developers, the working time may become shorter, but the rule may negatively affect because of pressure for time. In this study, we analyze with subjective experiments whether the rules affects work results such as working time. Our experimental results suggest that for the coding tasks, working time was shortened when we applied a rule that made developers aware of working time by showing elapsed time.
URL: https://global.ieice.org/en_transactions/information/10.1587/transinf.2019MPL0002/_p
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@ARTICLE{e102-d_12_2435,
author={Kohei YOSHIGAMI, Taishi HAYASHI, Masateru TSUNODA, Hidetake UWANO, Shunichiro SASAKI, Kenichi MATSUMOTO, },
journal={IEICE TRANSACTIONS on Information},
title={How Does Time Conscious Rule of Gamification Affect Coding and Review?},
year={2019},
volume={E102-D},
number={12},
pages={2435-2440},
abstract={Recently, many studies have applied gamification to software engineering education and software development to enhance work results. Gamification is defined as “the use of game design elements in non-game contexts.” When applying gamification, we make various game rules, such as a time limit. However, it is not clear whether the rule affects working time or not. For example, if we apply a time limit to impatient developers, the working time may become shorter, but the rule may negatively affect because of pressure for time. In this study, we analyze with subjective experiments whether the rules affects work results such as working time. Our experimental results suggest that for the coding tasks, working time was shortened when we applied a rule that made developers aware of working time by showing elapsed time.},
keywords={},
doi={10.1587/transinf.2019MPL0002},
ISSN={1745-1361},
month={December},}
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TY - JOUR
TI - How Does Time Conscious Rule of Gamification Affect Coding and Review?
T2 - IEICE TRANSACTIONS on Information
SP - 2435
EP - 2440
AU - Kohei YOSHIGAMI
AU - Taishi HAYASHI
AU - Masateru TSUNODA
AU - Hidetake UWANO
AU - Shunichiro SASAKI
AU - Kenichi MATSUMOTO
PY - 2019
DO - 10.1587/transinf.2019MPL0002
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E102-D
IS - 12
JA - IEICE TRANSACTIONS on Information
Y1 - December 2019
AB - Recently, many studies have applied gamification to software engineering education and software development to enhance work results. Gamification is defined as “the use of game design elements in non-game contexts.” When applying gamification, we make various game rules, such as a time limit. However, it is not clear whether the rule affects working time or not. For example, if we apply a time limit to impatient developers, the working time may become shorter, but the rule may negatively affect because of pressure for time. In this study, we analyze with subjective experiments whether the rules affects work results such as working time. Our experimental results suggest that for the coding tasks, working time was shortened when we applied a rule that made developers aware of working time by showing elapsed time.
ER -