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Gamification-Based Cyber-Enabled Learning Environment of Software Testing

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Conference

2016 ASEE Annual Conference & Exposition

Location

New Orleans, Louisiana

Publication Date

June 26, 2016

Start Date

June 26, 2016

End Date

August 28, 2016

ISBN

978-0-692-68565-5

ISSN

2153-5965

Conference Session

Curricular Issues in Computing and Information Technology Programs II

Tagged Division

Computing & Information Technology

Tagged Topic

Diversity

Page Count

16

DOI

10.18260/p.27000

Permanent URL

https://peer.asee.org/27000

Download Count

268

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Paper Authors

biography

Yujian Fu P.E. Alabama A&M University

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Dr. Yujian Fu is an associate professor of computer science department at Alabama A&M University. Her research interests fall in formal verification of cyber physical systems, behavioral analysis of mobile security, software architecture and design analysis of safety-critical and mission-critical systems. Her projects are supported by NSF, Air Force and DoD. She have several publications regarding to the research and educational projects.

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biography

Peter J. Clarke Florida International University

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Peter J. Clarke received his B.Sc. degree in Computer Science and Mathematics from the University of the West Indies (Cave Hill) in 1987, M.S. degree from SUNY Binghamton University in 1996 and Ph.D. in Computer Science from Clemson University in 2003. His research interests are in the areas of software testing, software metrics, model-driven software development, domain-specific modeling languages, and computer science education. He is currently an associate professor in the School of Computing and Information Sciences at Florida International University. He is a member of the ACM (SIGSOFT, SIGCSE, and SIGAPP); IEEE Computer Society; and a member of the Association for Software Testing (AST).

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Abstract

Gamification is a new emerging technology in high level education to engage students into to non-game context in a horizon of four to five years. Cyber enabled learning environment provides a collaborative and sustainable platform for learners to continue studying context outside classroom and lecturing time. However, one of the challenges faced by cyber enabled virtual learning environment is student engagement and motivation. In this paper, we presented the study and results of improving student engagement and motivation by integrating design mechanisms of gamification to WReSTT-CyLE – a high level software testing learning environment. The data collected and the experimental results of class studies were performed at Alabama A&M University in the past year in several sessions. A wide assessment of gamification for student engagement using WReSTT-CyLE tool was investigated and discussed in several categories. To demonstrate how to apply gamification technology to the student classes, a class design and revised syllabus with teaching modules were presented. WReSTT-CyLE is a highly integrated environment that synthesizes several key concepts including social media, collaborative learning, and learning objects to support student learning software testing concepts effectively and efficiently. From this experimental study, we have observed the support of student engagement from the social factors that were built in WReSTT-CyLE. In this paper, we focus on the design architecture of gamification, assessment, and analysis of effectiveness of WReSTT-CyLE based on our study results. Our study results has demonstrated a successful model and guideline for the educators and researchers to implement and synthesize gamification to the cyber enabled virtual learning environment in other STEM subjects.

Fu, Y., & Clarke, P. J. (2016, June), Gamification-Based Cyber-Enabled Learning Environment of Software Testing Paper presented at 2016 ASEE Annual Conference & Exposition, New Orleans, Louisiana. 10.18260/p.27000

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