Skip to main content

ORIGINAL RESEARCH article

Front. Comput. Sci.
Sec. Software
Volume 6 - 2024 | doi: 10.3389/fcomp.2024.1442081
This article is part of the Research Topic Human-Centered Approaches in Modern Software Engineering View all 3 articles

Exploring the Use of Gamification in Human-Centered Agile-Based Requirements Engineering

Provisionally accepted
Arsh Fatima Arsh Fatima 1Asma Shaheen Asma Shaheen 1Sohaib Ahmed Sohaib Ahmed 1Bushra Fazal Bushra Fazal 1Faizan Ahmad Faizan Ahmad 2Tze W. Liew Tze W. Liew 3*Zeeshan Ahmed Zeeshan Ahmed 4
  • 1 Bahria University, Karachi, Karachi, Pakistan
  • 2 Cardiff Metropolitan University, Cardiff, United Kingdom
  • 3 Multimedia University, Cyberjaya, Selangor Darul Ehsan, Malaysia
  • 4 University of Chinese Academy of Sciences, Beijing, Beijing, China

The final, formatted version of the article will be published soon.

    Gamification has become prevalent in educational settings, particularly in human-centered software engineering. Using gamified learning environments for comprehending software engineering concepts can significantly enhance students' human factors, including motivation, engagement, and cognitive and critical thinking skills. Software requirements engineering constitutes one of the disciplines in the software development lifecycle. Based on the literature concerning agile-based software requirements engineering, coping with changing user requirements and constant alterations is often challenging. Consequently, both students and software developers must thoroughly grasp agile-based software requirements engineering. Over the last few years, educators and researchers have crafted gamified learning environments for agile-based software requirements engineering activities. Therefore, this paper aims to investigate the effectiveness of agile-based software requirements engineering activities through a gamified design approach. For this purpose, an application, ReGile, was developed and evaluated with 87 second and third-year software engineering students using the M-3 evaluation framework. Overall, the results were promising. Students expressed satisfaction with ReGile's technological usability. They performed well (72.14%) in answering questions related to software requirements engineering and agile methodology concepts. Furthermore, gender-wise results indicated that male students outperformed female students when using ReGile.

    Keywords: gamified1, gamification2, requirements engineering3, agile method4, human-centered5, content gamification design6

    Received: 01 Jun 2024; Accepted: 18 Jul 2024.

    Copyright: © 2024 Fatima, Shaheen, Ahmed, Fazal, Ahmad, Liew and Ahmed. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Tze W. Liew, Multimedia University, Cyberjaya, 63100, Selangor Darul Ehsan, Malaysia

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.