Gamification applied to Java development and testing
Matteo Favretto
Gamification applied to Java development and testing.
Rel. Marco Torchiano, Riccardo Coppola. Politecnico di Torino, Corso di laurea magistrale in Ingegneria Informatica (Computer Engineering), 2023
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Abstract
Gamification is defined as the use of game design elements in non-game contexts. Such elements include scores, leaderboards, as well as visual elements like progress bars or customizable avatars, but also social aspects like user interactions, discussions and competition. The purpose of gamification is to enhance users' engagement and participation in an activity, therefore promoting desirable behaviours by the user as well as discouraging undesirable ones. Gamification has been applied in various fields and contexts, from habit design to fitness, as well as learning and education, where it has shown a powerful effect in encouraging user's engagement and participation in learning experiences, and therefore enhancing the didactic effect altogether.
An example of this is the gamification website Exercism, a platform where users can learn coding concepts for various programming languages by being rewarded when submitting a correctly solved exercise, interacting with each other by discussing and voting each other's submissions, and exchanging virtual points with customization items for their avatars
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