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P2 Utilizing Adaptive Gamification in an Intelligent Tutoring System for Software Engineering Education

在软件工程教育智能辅导系统中利用自适应游戏化
ICSE Proceedings of the IEEE/ACM 48th International Conference on Software Engineering2026匹配度 1/10 · 该论文聚焦软件工程教育中的智能辅导系统与自适应游戏化设计,与用户画像关注的静态分析、Agentic/LLM 程序、浮点程序分析、贝叶斯程序分析等核心方向没有直接关系。引用 0 inbox
Niklas Meissner, Lukas Trautwein, Sandro Speth, Nadine Nicole Koch, Steffen Becker
crossref: 2026-09-12

AI 速览

一句话:为MEITREX智能辅导系统设计并实现基于HEXAD玩家类型、课程进度与能力水平的自适应游戏化方案。

论文针对软件工程教育中游戏化常采用一刀切策略、忽视学生动机差异的问题,提出面向智能辅导系统MEITREX的自适应游戏化概念。作者先开展需求与用户分析,识别软件工程教育中的动机挑战和个体偏好,再据此设计并实现该概念,将自适应游戏化元素与学生分析相集成。系统根据学生的HEXAD玩家类型、课程进度和能力水平定制游戏化。作者在演示课程中对十二名学生进行初步评估。结果表明,学生认为系统能适应其学习,任务和进度指示器有助于提升方向感与动机;但对拖延的改善效果中等,说明还需补充时间管理工具。研究作为试点,公开了源代码与数据以便复现和长期研究。

问题
现有软件工程教育中的游戏化多采用一刀切策略,无法适应学生多样化的动机画像,可能导致效果有限与参与度下降。
方法
基于需求与用户分析,为MEITREX设计并实现自适应游戏化概念,依据HEXAD玩家类型、课程进度和能力水平定制游戏化元素,并与学生分析集成。
评估
在演示课程中对十二名学生进行初步评估,考察系统适应性、任务与进度指标对动机和方向感的影响,以及对拖延的改善效果;作为试点并公开源代码与数据。
原文摘要(Abstract)

Gamification is increasingly applied in Software Engineering (SE) education to enhance student motivation and engagement. However, existing approaches often follow a one-size-fits-all strategy, which fails to account for the diverse motivational profiles of students. This can result in limited effectiveness and disengagement. In this paper, we present an adaptive gamification concept for MEITREX, an intelligent tutoring system (ITS) in SE education that tailors gamification to students’ HEXAD player types, course progress, and competence level. We conducted a requirements and user analysis to identify motivational challenges and individual preferences in SE education, which guided the design of our concept. We developed and implemented the concept in MEITREX, integrating adaptive gamification elements with student analytics, and evaluated it with twelve students in a demo course. Results show that students perceived the system as adaptive to their learning, with quests and progress indicators improving orientation and motivation. At the same time, the effects on procrastination were moderate, indicating a need for additional time management tools. We present this study as a pilot, and we make the source code and collected data publicly available to facilitate replication and longer-term studies. The findings of our first evaluation in a demo course are relevant for researchers investigating personalized learning, educators aiming to improve SE education, and developers of learning technologies seeking to integrate adaptive gamification.

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BibTeX
@inproceedings{paperbot11954,
  title = {Utilizing Adaptive Gamification in an Intelligent Tutoring System for Software Engineering Education},
  author = {Niklas Meissner and Lukas Trautwein and Sandro Speth and Nadine Nicole Koch and Steffen Becker},
  booktitle = {ICSE},
  year = {2026},
  doi = {10.1145/3786580.3786945}
}