Gamification-based cyber-enabled learning environment of software testing Conference

Fu, Y, Clarke, PJ. (2016). Gamification-based cyber-enabled learning environment of software testing . 2016-June

cited authors

  • Fu, Y; Clarke, PJ

authors

abstract

  • Gamification is a new emerging pedagogical technique in higher education to engage students into a non-game context during the last five years. A cyber enabled learning environment can provide a collaborative and sustainable platform for learners to continue studying outside the classroom and lecturing time. In this paper, we describe the design mechanisms of gamification used in a software testing cyber enabled learning environment, named WReSTT-CyLE (Web-Based Repository of Software Testing Tutorials - a Cyberlearning Environment) and the experimental results of class studies at Alabama A&M University. As a highly integrated online learning tool, other than gamification technology, WReSTT-CyLE synthesizes several key concepts including social interaction, collaborative learning, and learning objects to support student learning of software testing concepts effectively and efficiently. This work focuses on the design architecture of gamification, assessment, and analysis of the effectiveness of WReSTT-CyLE based on our study results.

publication date

  • June 26, 2016

volume

  • 2016-June