Gamification For Improving Student Engagement In Software Engineering Subject : A Case Study In UTeM

Software engineering Software engineering subject is a very important to every computer science student as it will give an overview about the principles, techniques and process required for development and construction of computer systems now and then. Nowadays the common traditional teaching and le...

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Main Author: Ab Hamid, Nur Faiqah
Format: Thesis
Language:English
English
Published: 2016
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Online Access:http://eprints.utem.edu.my/id/eprint/18835/1/Gamification%20For%20Improving%20Student%20Engagement%20In%20Software%20Engineering%20Subject%20%20A%20Case%20Study%20In%20UTeM%2024%20Pages.pdf
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id my-utem-ep.18835
record_format uketd_dc
institution Universiti Teknikal Malaysia Melaka
collection UTeM Repository
language English
English
advisor Osman, Mashanum

topic Q Science (General)
QA76 Computer software
spellingShingle Q Science (General)
QA76 Computer software
Ab Hamid, Nur Faiqah
Gamification For Improving Student Engagement In Software Engineering Subject : A Case Study In UTeM
description Software engineering Software engineering subject is a very important to every computer science student as it will give an overview about the principles, techniques and process required for development and construction of computer systems now and then. Nowadays the common traditional teaching and learning in software engineering subjects is quite dull and monotonous subject due to the basic studies about software engineering is mostly on the theoretical part. These drawbacks of the traditional approach affect the software engineering student engagements elements such as in participation, performance and emotional. Since they are not interesting and attractive, it is difficult to attract the students to focus on the learning process. In order to improve and enhance student engagement in software engineering class, there is an attractive approach suggested in this research is known as gamification approach. Gamification approach can be applied to invent a more qualified student to the community. The proposed approach can encourage students to learn software engineering more effectively and proactively. In this study, we got feedback from 59 respondents of software engineering subject student from computer science background and the data analysis was done using SPSS software. From the result, it shows that the engagement elements of participation, performance and emotional have significant effects on the adoption of gamification in software engineering class.
format Thesis
qualification_name Master of Philosophy (M.Phil.)
qualification_level Master's degree
author Ab Hamid, Nur Faiqah
author_facet Ab Hamid, Nur Faiqah
author_sort Ab Hamid, Nur Faiqah
title Gamification For Improving Student Engagement In Software Engineering Subject : A Case Study In UTeM
title_short Gamification For Improving Student Engagement In Software Engineering Subject : A Case Study In UTeM
title_full Gamification For Improving Student Engagement In Software Engineering Subject : A Case Study In UTeM
title_fullStr Gamification For Improving Student Engagement In Software Engineering Subject : A Case Study In UTeM
title_full_unstemmed Gamification For Improving Student Engagement In Software Engineering Subject : A Case Study In UTeM
title_sort gamification for improving student engagement in software engineering subject : a case study in utem
granting_institution Universiti Teknikal Malaysia Melaka
granting_department Faculty of Information and Communication Technology
publishDate 2016
url http://eprints.utem.edu.my/id/eprint/18835/1/Gamification%20For%20Improving%20Student%20Engagement%20In%20Software%20Engineering%20Subject%20%20A%20Case%20Study%20In%20UTeM%2024%20Pages.pdf
http://eprints.utem.edu.my/id/eprint/18835/2/Gamification%20For%20Improving%20Student%20Engagement%20In%20Software%20Engineering%20Subject%20A%20Case%20Study%20In%20UTeM.pdf
_version_ 1747833952155992064
spelling my-utem-ep.188352021-10-10T22:44:49Z Gamification For Improving Student Engagement In Software Engineering Subject : A Case Study In UTeM 2016 Ab Hamid, Nur Faiqah Q Science (General) QA76 Computer software Software engineering Software engineering subject is a very important to every computer science student as it will give an overview about the principles, techniques and process required for development and construction of computer systems now and then. Nowadays the common traditional teaching and learning in software engineering subjects is quite dull and monotonous subject due to the basic studies about software engineering is mostly on the theoretical part. These drawbacks of the traditional approach affect the software engineering student engagements elements such as in participation, performance and emotional. Since they are not interesting and attractive, it is difficult to attract the students to focus on the learning process. In order to improve and enhance student engagement in software engineering class, there is an attractive approach suggested in this research is known as gamification approach. Gamification approach can be applied to invent a more qualified student to the community. The proposed approach can encourage students to learn software engineering more effectively and proactively. In this study, we got feedback from 59 respondents of software engineering subject student from computer science background and the data analysis was done using SPSS software. From the result, it shows that the engagement elements of participation, performance and emotional have significant effects on the adoption of gamification in software engineering class. UTeM 2016 Thesis http://eprints.utem.edu.my/id/eprint/18835/ http://eprints.utem.edu.my/id/eprint/18835/1/Gamification%20For%20Improving%20Student%20Engagement%20In%20Software%20Engineering%20Subject%20%20A%20Case%20Study%20In%20UTeM%2024%20Pages.pdf text en public http://eprints.utem.edu.my/id/eprint/18835/2/Gamification%20For%20Improving%20Student%20Engagement%20In%20Software%20Engineering%20Subject%20A%20Case%20Study%20In%20UTeM.pdf text en validuser https://plh.utem.edu.my/cgi-bin/koha/opac-detail.pl?biblionumber=101677 mphil masters Universiti Teknikal Malaysia Melaka Faculty of Information and Communication Technology Osman, Mashanum 1. Akpolat, B. S., & Slany, W. (n.d.). Enhancing Software Engineering Student Team Engagement in a High-Intensity Extreme Programming Course using Gamification,149–153. 2. Arain, M., Campbell, M. J., Cooper, C. L., & Lancaster, G. a. (2010). What Is A Pilot Or Feasibility Study? A Review Of Current Practice And Editorial Policy. 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M., Stansfield, M., & Boyle, E. a. (2011). Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level. Computers and Education, 56(1), 21–35. http://doi.org/10.1016/j.compedu.2010.09.008 8. Fogg, B. J. (2002). Persuasive technology. Ubiquity, 2002(December), 2. doi:10.1145/764008.763957 9. Getchell, K., Miller, A., Allison, C., & Sweetman., R. (2009). Serious Games on the Move. Serious Games on the Move, (May 2016), 165–180. http://doi.org/10.1007/978-3- 211-09418-1 10. Hayat, F., Ali, S., Ehsan, N., Akhtar, A., Bashir, M. A., & Mirza, E. (2010). Requirement elicitation barriers to software industry of Pakistan (impact of cultural and soft issues). 2010 IEEE International Conference on Management of Innovation & Technology. doi:10.1109/icmit.2010.5492816 11. Huotari, K., & Hamari, J. (2012). Defining gamification. Proceeding of the 16th International Academic MindTrek Conference on - MindTrek '12. doi:10.1145/2393132.2393137 12. Ibáñez, M., Di-serio, Á., & Delgado-kloos, C. (2014). Gamification for Engaging Computer Science Students in Learning Activities : A Case Study, (c), 1–12. 13. Juul,J. (2005). Half-Real: Video Games Between Real Rules And Fictional Worlds. Library of Congress Cataloging-in-Publication Data. USA. 14. Kumari, S. N., & Pillai, A. S. (2013). A Survey On Global Requirements Elicitation Issues And Proposed Research Framework. 2013 IEEE 4th International Conference on Software Engineering and Service Science. doi:10.1109/icsess.2013.6615370 15. Landers,R. N. & Callan,R. C. (2011). Serious Games and Edutainment Applications. Springer-Verlag London Limited. 16. McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better And How They Can Change The World. New York: Penguin Press. 17. Muratet, M., Torguet, P., Jessel, J. P., & Viallet, F. (2008). Learning Programming Using A Serious Game, page (onlin e), http: // www. Ludovia. org. 18. Pelling, Nick (2011) The (Short) Prehistory Of Gamification, Retrieved from http://nanodome.wordpress.com/2011/08/09/the-short- prehistory-of-gamification/ 19. Prensky,M. (2009). Teaching Digital Natives. Available online: https://oetmanhattan.wikispaces.com/file/view/Prensky--Teaching+Digital+Natives- in+press6.pdf 20. Prince,J.D (2013). Gamification. Available online: http://www.tandfonline.com/doi/abs/10.1080/15424065.2013.820539?journalCode=werm2 0#preview 21. Revelle, W., & Zinbarg, R. E. (2008). Coefficients Alpha, Beta, Omega, and the glb: Comments on Sijtsma. Psychometrika, 74(1), 145-154. doi:10.1007/s11336-008- 9102-z 22. Shaw, K., & Dermoudy, J. (2005). Engendering an Empathy for Software Engineering BT -Seventh Australasian Computing Education Conference (ACE2005), 42(c), 135–144. Retrieved from http://crpit.com/confpapers/CRPITV42Shaw.pdf 23. Sheth, S., Bell, J., & Kaiser, G. (n.d.). Increasing Student Engagement in Software Engineering with Gamification, 1–2. 24. Technology, L., & Thames, K. U. (n.d.). More Than Just A Game : Improving Students ’ Experience Of Learning Programming Through Gamification. 25. Uskov, V., & Sekar, B. (2014, October). Gamification Of Software Engineering Curriculum. In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings (pp. 1-8). IEEE. 26. Werbach, K., Hunter, D., (2012). “For the Win. How Game Thinking Can Revolutionize Your Business”. Wharton Digital Press. Philadelphia. 27. Werbach,K. (2014). Gamification video lectures. Coursera. 28. Zichermann,G. , Cunningham,C (2011). Gamification by Design, O´Reilly Media, Canada. Available online: http://it-ebooks.info/book/570/