Be Ahead of the Game: Gamification for Inclusive RE

نویسندگان

  • Naomi Unkelos-Shpigel
  • Irit Hadar
چکیده

Requirement Engineering (RE) research has evolved in the last decades, addressing new challenges emerging from advanced software development methodologies, and from extending the user population to special groups of users. Although more and more products are developed for special needs user groups, only few research works address the unique challenges of eliciting requirements for users with whom such collaboration requires overcoming substantial barriers. In parallel, the use of gamification techniques has been investigated for the purpose of enhancing RE task performance, typically not addressing special user groups. In this paper, we focus on using gamification for RE tasks, intended for three special user groups: young children, individuals on the spectrum of autism, and elderly adults. We propose a model representing cognitive barriers hindering the RE process with the aforementioned groups of users, and set the ground for a research agenda which addresses these barriers of communication and engagement, by exploring gamification as a facilitator of inclusive RE.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

The role of Gamification in Knowledge Sharing using Grounded Theory and MAXQDA Qualitative Modeling

Background and Aim: Today, knowledge is essential to the survival and success of any organization. Given that they are the people who create, share and use knowledge, an organization cannot effectively use knowledge unless its employees are willing to share their knowledge and attract knowledge of others. On the other hand, Gamification involves combining the usual mechanisms in the games with ...

متن کامل

Investigating the Relationship between Player Types and Learning Styles in Gamification Design

An educational gamification is a new approach that has developed hopes to increase the effectiveness of learning. Computer game users are actually players that are categorized according to their personalities and have different learning styles. To achieve maximum performance in designing gamified learning, one can determine the relationship between player types and their learning styles, and th...

متن کامل

Engaging Stakeholders in Scenario-Based Requirements Engineering with Gamification

The purpose of this paper is to evaluate the effectiveness of gamification in requirements engineering in order to improve stakeholder engagement. We developed an online digital platform for scenariobased RE supported with gamification. Derived from an in-depth literature study, we selected user stories complemented with scenarios from behavior-driven development (BDD) as a method to express st...

متن کامل

Gamifying the library services: A new concept in interacting with users

Background and Aim: Gamification refers to the use of game elements in non-game contexts to motivate engagement. This definition is the most comprehensive one presented so far. The term was proposed first in 2002 but it has been prolonged 8 years to attract individuals’’ attention. Gamification has been applied in various contexts according to its capabilities. The current study aims to investi...

متن کامل

Score design for meaningful gamification

Introduction The effectiveness of gamification relies on feedback loops which influence user behavior. Such feedback loops involve (1) measuring behavior, (2) relating it to other behaviors or norms (relevance), (3) “illuminating the path ahead” (consequence) and (4) action [2]. Scores, i.e., quantitative evaluations of behavior in a game, play an essential role in the second stage of this loop...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2018