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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gami cation of Software Modelling Learning</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of York</institution>
          ,
          <addr-line>York</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Software modelling has a fundamental role in software engineering. However, it is perceived as relatively challenging for learners to develop the necessary abstraction skills to master the subject. On the other side, gami cation is now ourishing as a popular strategy to engage learners. This research attempts to exploit gameful design as an innovative approach, used to create games that reinforce learners' mastery of software modelling by developing their abstraction skills. Our approach to gameful design brings together gami cation development concepts such as the Lens of Intrinsic Skill Atoms, and pedagogical design principles from several learning theories and models. The research follows the Design Science Research Methodology and exploits ModelDriven Engineering best practices. The target outputs of this research are a modelling game design and generation framework, and a number of games produced using it. The e ectiveness of the framework and its games will be evaluated using controlled experiments.</p>
      </abstract>
      <kwd-group>
        <kwd>software modelling</kwd>
        <kwd>gami cation</kwd>
        <kwd>learning</kwd>
        <kwd>abstraction</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Software modelling is commonly perceived as a demanding subject since it
requires a mastery of abstraction [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. However, this subject has a fundamental and
crucial role in software engineering education and practice. Failure to master
this topic will a ect the students abstraction capability which is essential for
analysing and designing real-world software. Weak software modelling skills will
likely cause software engineering students to face further with their degrees, as
most of the software engineering related subjects involve of intrinsic abstraction
problems [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        The problems of learning appropriate abstraction skills for software
modelling is similar to problems in mathematics, where most of the concepts can
only be accessed through symbolical representations [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Abstraction also
requires students to grasp information hiding, generalisation, approximation or
reformulation, and separating relevant from irrelevant aspects [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. To overcome
these challenges, we need to put more e ort into software modelling learning
design, developing a more concrete and motivating presentation which can engage
students and facilitate deep learning.
      </p>
      <p>
        In recent years, the use of games or game elements for purposes other than
leisure has drawn signi cant attention. Gami cation [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and Serious Games [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
have been proposed as solutions to motivational problems that emerge when
users are required to engage in activities that they perceived as boring, irrelevant,
or di cult, e.g. Learning sorting algorithms [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] or C-programming [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>The purpose of this research is to investigate and develop a software
modelling game design framework that systematically and semi-automatically drives
gami cation design to produce better-designed software modelling games. More
precisely, this research aims to answer the following research questions:
1. Which processes, aspects, principles, or components of software modelling
and their teaching and learning practices would bene t from gami cation?
2. What types of game elements and in what roles can deliver software
modelling learning best?
3. What kind of orchestrating framework is needed to design the interaction
between software modelling and game elements to achieve software modelling
gami cation?
4. To what extent does gami cation of software modelling improve learners'
motivation, engagement, and performance?
5. To what extent do software modelling tutors bene t from the software
modelling game design framework?</p>
      <p>Due to space restrictions, this paper does not cover some aspects of this
research, such as the architecture of the software modelling game design framework
and the validation methods applied to evaluate models created by learners.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Works</title>
      <p>
        Several approaches attempt to bring software modelling into a more concrete
presentation that can be easily understood by learners, ranging from
didactic learning [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], modelling tools utilization [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], learning modelling language
through alternative communication channels [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], immersive visual modelling
through virtual environments [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], project-based learning [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], to learning
modelling from code generation investigation [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. However, most of the approaches
have weaknesses in motivating learners to engage continuously, frequently, and
actively to learn software modelling, which are the important aspects impacting
greatly on learning [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        To address the lack of engagement, we investigate gami cation of learning, an
approach that provides students with a new way of learning software modelling
that is more fun and engaging. Gami cation design is still an ongoing challenge
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], and, to date, there is no software modelling game design framework that
particularly structures the design of software modelling games.
      </p>
      <p>
        There is very little work on software modelling gami cation. Most of the
software-related gami cation studies available are related to software
engineering in a larger context or to other aspects of software engineering, such as
software implementation and project management [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. After extensive literature
exploration, only four works have been identi ed on applying gami cation for
software modelling. None of these works addresses software modelling learning
in general. Instead, they address speci c topics such as activity diagramming
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], coupling and cohesion [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], and enterprise architectures [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Most of
the works also cover pedagogical aspect super cially or not at all and validation
is restricted to a very limited number of users [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Research Methods</title>
      <p>
        Since the output of this work is a design artefact|a software modelling game
design framework that enables software modelling tutors to design and develop
games for software modelling learning, we decided to utilise the Design Science
Research Methodology (DSRM) [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] as our umbrella methodology. DSRM is
selected because it provides a comprehensive high-level conceptual framework
for all the stages of the research process. It also provides six activity guidelines
for understanding, developing, executing, and evaluating design artefacts. The
six activities are (1) problem identi cation and motivation, (2) de nition of
objectives for a solution, (3) setting of targets for a solution, (4) design and
development, (5) demonstration and evaluation, and (6) communication.
      </p>
      <p>
        The high-level characteristics of DSRM mean that we can employ other
research methods as sub-methods in each activity. For examples, we employ
interviews, literature reviews, and discussion with experts as our methods in problem
identi cation and motivation activity, as well as using the Lens of Intrinsic Skill
Atoms [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] to produce a gameful design in the design and development activity.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Game Design</title>
      <p>
        Gami cation has been successfully for a variety of purposes, but there is very
little work on software modelling gami cation. We wish to assess whether
gami cation is bene cial for learners of graphical software modelling languages. For
each modelling language, we envision the development of a dedicated game
containing game elements that will be derived from the Lens of Intrinsic Skill Atoms
[
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. The generated game will mimic a graphical modelling tool and at each level,
it will require the learner to graphically construct or adapt a model to satisfy a
set of requirements and constraints.
      </p>
      <p>The game will have levels with gradually increasing di culty as well as variety
in its challenges, to expose learners to di erent kinds of domains, models, and
diagrams. Tutorials are planned to be embedded into the game to help learners
familiarise themselves with the control system and the ow of the game.</p>
      <p>The game will include interim goals and intrinsic rewards to motivate
learners. For software modelling, each type of modelling (e.g. object modelling,
collaboration, process) will have several stories. A story will represent a speci c case
study to introduce learners to problems in speci c domains. Every story will
consist of several levels, and every level will have one or more objectives that a
learner needs to accomplish to complete it. A level may also be a continuation of
a previous level, giving the learner a sense of step-by-step progress to complete
the domain problems. Each story and level will introduce new concepts and link
them with previously introduced concepts.</p>
      <p>A real-world problem can be very complex and time-consuming to model.
Thus, the extraneous activities that are not relevant to the core concepts that
are being taught should be removed. As a result, learners will be more focused
on the main concepts. Thus, game elements like bite-sized actions (e.g. drag and
drop), limited choices (i.e. only limited items can be dragged), and micro ows
(i.e. put the right element to its right place) will be implemented to facilitate
learners in performing the core activities. Likewise, fuzziness will also be used to
provoke learners' creativity since most of the time there is no single correct model
for the problem at hand. Attractive design will also be signi cant to motivate
learners to interact with the game. Games should be able to give immediate,
glanceable, and actionable feedback to keep learners on track and monitor their
progress. Interesting and varied feedback should be designed to appeal to the
learners' motives.</p>
      <p>To reduce bias, we plan to experiment with several modelling languages (e.g.
BPMN, state-charts, GSN, UML). We also plan to implement these games using
web technologies so that they are easily accessible to a wide audience.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Modelling Game Design Framework</title>
      <p>
        Instead of developing the software modelling games manually, we plan to follow
a model-based approach. We will use metamodel annotations, in the spirit of
Eugenia [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], to de ne the graphical syntaxes of modelling languages and separate
models to specify the game elements (levels, objectives, constraints, etc.) of each
game. These models will be then consumed by a model-to-text transformation to
produce fully-functional language-speci c games. Therefore, the framework
supports software modelling tutors in the design and customisation of the games at
the high level of abstraction and so as to automatically build the game. So far
we have implemented a metamodel for specifying game elements ( ows, levels,
challenges, and objectives) and a supporting Eclipse-based graphical editor (Fig.
1), and a prototype game (Fig. 2) for object diagrams.
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Evaluation</title>
      <p>We wish to evaluate (1) the e ectiveness of the modelling games discussed above
and (2) the productivity and maintainability bene ts of the modelling game
design framework. For the e ectiveness evaluation, controlled experiments will
be used. The participants, software modelling students, will be divided into two
groups, a control group and an experimental group. The control group will learn
software modelling using traditional methods while the experimental group will
learn with support from the games. Then, their performance of the two groups
will be measured by their ability to solve a set of related modelling problems.</p>
      <p>For the evaluation of the modelling game design framework, the participants
will be software modelling tutors; they will be devided into two groups, one that
will develop games with the framework and one without the frameworks (i.e.
using existing web technologies). They will be asked to elaborate their games
into their teaching instructions and use them in their teaching. The comparison
will be on their productivity and the maintainability of their games. To evaluate
the generality of the results of both evaluation processes, conducting experiments
in di erent years and countries is also considered.</p>
      <p>
        Additionally, surveying with questionnaires or interviews might be conducted
to investigate the underlying variables or processes. Structural equation
modelling [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] is also an option if measuring the e ects of the identi ed underlying
variables is required. An alternative method for understanding of the underlying
variables and processes is through investigating the games' event logs using data
mining or machine learning techniques.
7
      </p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>This paper explains our research motivation and problem statements, proposed
solution and objectives, research methods, the current progress of the game
and framework, and the evaluation plan. So far, this research has been focused
on software modelling learning. In the future, there is a plan also to address
metamodelling and model transformation learning.</p>
      <p>Acknowledgments. Thanks to York Masters, who participated in our
preliminary surveys. This research is supported by Lembaga Pengelola Dana Pendidikan
Indonesia (Indonesia Endowment Fund for Education).</p>
    </sec>
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