TY - GEN
T1 - Game Elements to Engage Students Learning the Open Source Software Contribution Process
AU - Santos, Italo
AU - Felizardo, Katia Romero
AU - Gerosa, Marco A.
AU - Steinmacher, Igor
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - Contributing to OSS projects can help students to enhance their skills and expand their professional networks. However, novice contributors often feel discouraged due to various barriers. Gamification techniques hold the potential to foster engagement and facilitate the learning process. Nevertheless, it is unknown which game elements are effective in this context. This study explores students' perceptions of gamification elements to inform the design of a gamified learning environment. We surveyed 115 students and segmented the analysis from three perspectives: (1) cognitive styles, (2) gender, and (3) ethnicity (Hispanic/LatinX and Non-Hispanic/LatinX). The results showed that Quest, Point, Stats, and Badge are favored elements, while competition and pressure-related are less preferred. Across cognitive styles (persona), gender, and ethnicity, we could not observe any statistical differences, except for Tim's GenderMag persona, which demonstrated a higher preference for storytelling. Conversely, Hispanic/LatinX participants showed a preference for the Choice element. These results can guide tool builders in designing effective gamified learning environments focused on the OSS contributions process.
AB - Contributing to OSS projects can help students to enhance their skills and expand their professional networks. However, novice contributors often feel discouraged due to various barriers. Gamification techniques hold the potential to foster engagement and facilitate the learning process. Nevertheless, it is unknown which game elements are effective in this context. This study explores students' perceptions of gamification elements to inform the design of a gamified learning environment. We surveyed 115 students and segmented the analysis from three perspectives: (1) cognitive styles, (2) gender, and (3) ethnicity (Hispanic/LatinX and Non-Hispanic/LatinX). The results showed that Quest, Point, Stats, and Badge are favored elements, while competition and pressure-related are less preferred. Across cognitive styles (persona), gender, and ethnicity, we could not observe any statistical differences, except for Tim's GenderMag persona, which demonstrated a higher preference for storytelling. Conversely, Hispanic/LatinX participants showed a preference for the Choice element. These results can guide tool builders in designing effective gamified learning environments focused on the OSS contributions process.
KW - cognitive styles
KW - game elements
KW - gamification
KW - human factors
KW - human-computer interaction
UR - http://www.scopus.com/inward/record.url?scp=85207843596&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85207843596&partnerID=8YFLogxK
U2 - 10.1109/VL/HCC60511.2024.00017
DO - 10.1109/VL/HCC60511.2024.00017
M3 - Conference contribution
AN - SCOPUS:85207843596
T3 - Proceedings of IEEE Symposium on Visual Languages and Human-Centric Computing, VL/HCC
SP - 59
EP - 70
BT - Proceedings - 2024 IEEE Symposium on Visual Languages and Human-Centric Computing, VL/HCC 2024
PB - IEEE Computer Society
T2 - 2024 IEEE Symposium on Visual Languages and Human-Centric Computing, VL/HCC 2024
Y2 - 2 September 2024 through 6 September 2024
ER -