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P2 Gamifying Video-Based Training: Comparing Attitudes of Software Engineering Students and Professionals

游戏化视频培训:软件工程学生与从业者的态度比较
FSE Proceedings of the 34th ACM International Conference on the Foundations of Software Engineering2026匹配度 0/10 · 该论文研究软件工程学生与从业者对视频培训游戏化的态度,属于教育技术与人机交互/培训设计,与静态分析、Agentic 程序、浮点程序分析、贝叶斯程序分析及 LLM 与 PL 交叉等方向完全无关。引用 0 inbox
Pasan Peiris, Matthias Galster, Antonija Mitrovic, Sanna Malinen, Raul Vincent Lumapas, Jay Holland
crossref: 2026-09-12dblp: 2026-09-12

AI 速览

一句话:通过调查比较软件工程学生与从业者对视频培训游戏化的态度,发现双方均支持但从业者更怀疑其学习效果。

视频培训虽灵活且可个性化,但被动观看易导致浅层学习;评论视频和查阅他人评论等反思活动可提高参与度,游戏化可能进一步增强参与,但需考虑学习者类型。本文通过问卷调查,比较软件工程学生与从业者对视频培训游戏化的态度。86名来自两所大学的学生和102名通过Prolific招募的从业者先使用非游戏化视频培训平台,再完成问卷。结果显示,两组对视频培训的总体态度相似,均支持游戏化;但从业者对游戏化是否促进学习更持怀疑态度。在实现方式上,两组都偏好组合使用积分、徽章和排行榜,而非单一游戏元素。研究揭示了两类学习者的异同,可为游戏化培训设计提供依据。

问题
视频培训灵活但被动观看易导致浅层学习;反思活动可提升参与,游戏化可能进一步增强,但需理解学生与从业者两类学习者的态度差异。
方法
对86名来自两所大学的软件工程学生和102名通过Prolific招募的从业者进行问卷调查,参与者在填写问卷前先使用非游戏化视频培训平台。
评估
比较两组对视频培训及游戏化的总体态度、对学习影响的看法以及游戏元素偏好,并总结学生与从业者之间的异同。
原文摘要(Abstract)

Background: Video-based training delivers flexible, personalized learning for software engineering students and professionals. However, passively watching videos leads to superficial learning. Reflective activities, e.g., commenting on videos and reviewing comments of other learners, increase engagement with video content. Adding gamification to these activities can further increase engagement. However, gamified training needs to consider the type of learner. Aims: We study the attitudes of software engineering students and professionals towards gamifying video-based training. Method: We conducted a survey with 86 software engineering students from two universities and 102 professionals recruited via Prolific. Participants interacted with a non-gamified video-based training platform before completing the survey. Results: Students and professionals share similar attitudes toward video-based training in general. Furthermore, both groups supported gamification of video-based training. However, professionals were more skeptical about its impact on learning. Regarding the implementation, both groups favored a combination of game elements (points, badges, leader-boards) rather than single elements. Conclusions: We highlight similarities and differences between software engineering students and professionals regarding gamification in video-based training. Findings can inform the design of gamified training solutions.

链接与引用

DOI 原文 · PDF(开放获取) · DBLP

BibTeX
@inproceedings{PeirisGMMLH26,
  title = {Gamifying Video-Based Training: Comparing Attitudes of Software Engineering Students and Professionals},
  author = {Pasan Peiris and Matthias Galster and Antonija Mitrovic and Sanna Malinen and Raul Vincent Lumapas and Jay Holland},
  booktitle = {FSE},
  year = {2026},
  doi = {10.1145/3803437.3805777}
}