The Use of gamification for learning SCRUM: Findings from a case study with Information Systems Students
dc.contributor.author | Lopes, Filomena Castro | |
dc.contributor.author | Fernandes, Sandra | |
dc.date.accessioned | 2024-07-04T11:38:18Z | |
dc.date.available | 2024-07-04T11:38:18Z | |
dc.date.issued | 2024-04-16 | |
dc.description.abstract | Gamification 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.citation | Lopes, 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.issn | 2813-4346 | |
dc.identifier.uri | https://hdl.handle.net/11328/5730 | |
dc.language.iso | eng | |
dc.publisher | MDPI - Multidisciplinary Digital Publishing Institute | |
dc.relation.hasversion | https://doi.org/10.3390/higheredu3020014 | |
dc.rights | open access | |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | |
dc.subject | Active learning | |
dc.subject | Gamification | |
dc.subject | Information systems | |
dc.subject | SCRUM | |
dc.subject | Lego | |
dc.subject.fos | Ciências Naturais - Ciências da Computação e da Informação | |
dc.subject.fos | Ciências Sociais - Ciências da Educação | |
dc.title | The Use of gamification for learning SCRUM: Findings from a case study with Information Systems Students | |
dc.type | journal article | |
dspace.entity.type | Publication | |
oaire.citation.endPage | 246 | |
oaire.citation.issue | 2 | |
oaire.citation.startPage | 235 | |
oaire.citation.title | Trends in Higher Education | |
oaire.citation.volume | 3 | |
oaire.version | http://purl.org/coar/version/c_970fb48d4fbd8a85 | |
person.affiliation.name | REMIT – Research on Economics, Management and Information Technologies | |
person.affiliation.name | I2P - Instituto Portucalense de Psicologia | |
person.familyName | Lopes | |
person.familyName | Fernandes | |
person.givenName | Filomena Castro | |
person.givenName | Sandra | |
person.identifier.ciencia-id | 0613-8BB6-9E9F | |
person.identifier.ciencia-id | D617-2C98-5011 | |
person.identifier.orcid | 0000-0002-4891-6929 | |
person.identifier.orcid | 0000-0003-4712-4249 | |
person.identifier.rid | G-9298-2016 | |
person.identifier.rid | Q-2679-2019 | |
person.identifier.scopus-author-id | 16315361800 | |
relation.isAuthorOfPublication | 5d23b4ad-438f-410a-80b5-9b92e6e44c51 | |
relation.isAuthorOfPublication | 31cac8f7-2343-4567-9a41-454606455b42 | |
relation.isAuthorOfPublication.latestForDiscovery | 5d23b4ad-438f-410a-80b5-9b92e6e44c51 |
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