The Use of gamification for learning SCRUM: Findings from a case study with Information Systems Students

dc.contributor.authorLopes, Filomena Castro
dc.contributor.authorFernandes, Sandra
dc.date.accessioned2024-07-04T11:38:18Z
dc.date.available2024-07-04T11:38:18Z
dc.date.issued2024-04-16
dc.description.abstractGamification has emerged in higher education as an innovative approach that engages and stimulates student participation and active learning, through the integration of game elements in the learning experience. This study presents a case study in the field of Information Systems, based on the use of gamification, through the use of Lego bricks, to learn SCRUM. The participants in the study include 12 first-year students, enrolled in the curricular unit of Information Systems, in the academic year of 2022/2023, at a Portuguese Higher Education Institution. The objective of the study is to analyze student’s understanding of the SCRUM approach, in regard to: (1) how students understand the different roles of SCRUM and the objective of each ceremony; and (2) how students understand the structure of the SCRUM framework. Findings from the study show that students who engaged in the gamified learning environment demonstrated higher comprehension of SCRUM roles, scoring significantly better on assessments compared to their non-participating peers. In general, students felt that the gamification experience achieved its objectives. Future work aims to bring the game closer to the reality of the software development process, making it more aligned with the lego4scrum methodology approach.
dc.identifier.citationLopes, F. C., & Fernandes, S. (2024). The Use of gamification for learning SCRUM: Findings from a case study with Information Systems Students. Trends in Higher Education, 3(2), 235-246. https://doi.org/10.3390/higheredu3020014. Repositório Institucional UPT. https://hdl.handle.net/11328/5730
dc.identifier.issn2813-4346
dc.identifier.urihttps://hdl.handle.net/11328/5730
dc.language.isoeng
dc.publisherMDPI - Multidisciplinary Digital Publishing Institute
dc.relation.hasversionhttps://doi.org/10.3390/higheredu3020014
dc.rightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectActive learning
dc.subjectGamification
dc.subjectInformation systems
dc.subjectSCRUM
dc.subjectLego
dc.subject.fosCiências Naturais - Ciências da Computação e da Informação
dc.subject.fosCiências Sociais - Ciências da Educação
dc.titleThe Use of gamification for learning SCRUM: Findings from a case study with Information Systems Students
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage246
oaire.citation.issue2
oaire.citation.startPage235
oaire.citation.titleTrends in Higher Education
oaire.citation.volume3
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.affiliation.nameREMIT – Research on Economics, Management and Information Technologies
person.affiliation.nameI2P - Instituto Portucalense de Psicologia
person.familyNameLopes
person.familyNameFernandes
person.givenNameFilomena Castro
person.givenNameSandra
person.identifier.ciencia-id0613-8BB6-9E9F
person.identifier.ciencia-idD617-2C98-5011
person.identifier.orcid0000-0002-4891-6929
person.identifier.orcid0000-0003-4712-4249
person.identifier.ridG-9298-2016
person.identifier.ridQ-2679-2019
person.identifier.scopus-author-id16315361800
relation.isAuthorOfPublication5d23b4ad-438f-410a-80b5-9b92e6e44c51
relation.isAuthorOfPublication31cac8f7-2343-4567-9a41-454606455b42
relation.isAuthorOfPublication.latestForDiscovery5d23b4ad-438f-410a-80b5-9b92e6e44c51

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