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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>W. Avila-Alvarado);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Exploratory Analysis of Using Gamification in Software Engineering Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Wendy Avila-Alvarado</string-name>
          <email>wendy_201923012@test.edu.mx</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mirna Muñoz</string-name>
          <email>mirna.munoz@cimat.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sergio Galvan-Cruz</string-name>
          <email>sergio.galvan@cimat.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jezreel Mejía</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adriana Peña</string-name>
          <email>adriana.ppnegron@academicos.udg.mx</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Gamification, Software Engineering, Education 1</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centro de Investigación en Matemáticas, Calle Lasec y Andador Galileo Galilei</institution>
          ,
          <addr-line>Manzana 3, Lote 7 Quantum Ciudad del Conocimiento, 98160, Zacatecas</addr-line>
          ,
          <country country="MX">México</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>TecNM Tianguistenco</institution>
          ,
          <addr-line>Carretera Tenango, Santiago - La Marquesa 22, 52650 Santiago Tilapa, Estado de México, Méxicoo</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad de Guadalajara- Centro Universitario de Ciencias Exactas e Ingenierías</institution>
          ,
          <addr-line>Blvd. Gral. Marcelino García Barragán 1421, Olímpica, 44430 Guadalajara</addr-line>
          ,
          <country country="MX">México</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Software Engineering education faces significant challenges regarding effective and motivating teaching methods to achieve student learning. Most of the techniques used in the classroom are conventional, which can generate stress and disinterest in the topics taught. The lack of motivating methods results in a lack of interest in documentation, so students prefer to focus only on development without paying attention to the necessary documentation. This fact can negatively affect maintaining and updating software in later stages. In response to this problem, the need arises to incorporate more dynamic and effective teaching approaches that encourage student participation and commitment. In this sense, Gamification is presented as an innovative solution that has gained increasing interest in Software Engineering and other fields of education. This research aims to identify how Gamification has been used in teaching Software Engineering through a systematic mapping study that analyzes the existing primary studies on this topic.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The student learning a Software Engineering subject needs more effective learning methods, so
the techniques are conventional. This fact results in students becoming stressed or bored with
the topics taught in this subject. Besides, they prefer only to get involved in software development
rather than in their documentation. However, this lack of documentation makes software
maintenance and updates challenging to perform.</p>
      <p>
        Gamification is presented as an innovative solution that has gained increasing interest in
Software Engineering and other fields of education. Gamification refers to using game design
elements in non-game contexts to motivate and guide specific behaviours to achieve particular
objectives [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Gamification in education has proven to be a powerful tool to increase student
engagement, motivation, and performance by incorporating gamified elements such as point
systems, rewards, competitions, and leaderboards [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Gamification creates a more engaging and
stimulating learning experience [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In addition, it allows students to take a more active role in
their learning process, effectively involving them in developing skills and knowledge.
      </p>
      <p>This research identifies the state of using gamification to teach Software Engineering topics.
This need arises to convince students that software development is not only code. The generation
of relevant artifacts throughout the development of software or system projects can impact its
success.</p>
      <p>
        Based on those mentioned above, this research considers that students learn in a more
didactic way. Therefore, it is pertinent to implement gamification as part of their teaching. In this
way, students increase their involvement and motivation, and therefore, an improvement in
software development performance is expected [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Therefore, to understand the use of
gamification in teaching software engineering topics, we perform a systematic mapping to
identify the state related to the obtained results.
      </p>
      <p>After the introduction, the structure of this article is as follows: section 2 provides an overview
of key concepts regarding this research; Section 3 shows the systematic mapping defined to
perform the analysis; Section 4 presents the results and discussion; and Section 5 provides
conclusions and future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <sec id="sec-2-1">
        <title>2.1. Software Engineering</title>
        <p>
          In 1958, Jhon Turkey coined "software" [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. "Software Engineering" was first coined in 1968
at a NATO (North Atlantic Treaty Organization) conference discussing what was then called the
"software crisis," which was related to unreliable products that cost more than expected and were
being delivered late. Then, the Software Engineering term was focused on the fact that a program
development approach alone cannot be applied to develop complex software systems [
          <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
          ]. In
1972, the IEEE Computer Society used the term "Software Engineering" for the first publication
on this topic, and some years later (1976), the IEEE Society established a committee to develop
software engineering standards [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          Software Engineering practices involve an intensive job and management of knowledge to
achieve a successful product or project [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Therefore, Software Engineering aims to provide the
resources engineers need to apply the engineering design process to design, develop, test,
maintain, and evaluate software [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          According to the SEWBOK [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], which is the guide to the software engineering body of
knowledge, Software Engineering is composed of fifteen knowledge areas listed: software
requirements, software design, software construction, software testing, software maintenance,
software configuration management, software engineering management, software engineering
process, software engineering models and methods, software quality, software engineering
professional practice, software engineering economics, computing foundations, mathematical
foundations, and engineering foundations.
        </p>
        <p>
          An essential activity in Software Engineering is Project Management (PM) because it involves
planning, coordinating, and controlling the activities in IT projects that share an important
characteristic: "the projection of ideas and activities into new endeavours." There are many
examples of projects with exceeded time and cost ending in unsuccessful terms, even being
abandoned before its completion. The objective of PM is to avoid and warn problems as much as
possible through plan, organizing, and controlling activities. The process starts before the
resources are committed and keeps during all the advances until the delivery or even the end of
the project [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>
          Project Management (PM) activities in projects before 1900 have legacies from an
architectural and industrial culture based on past centuries. The formal management of buildings
and military structures arose during the Ming dynasty (1368-1644). During the first years of the
20th century, rapid industrialization as production-line manufacture (driven by Henry Ford) and
munitions production (World War 1) showed the importance of tracking and controlling projects
efficiently. For the second half of the century (1950-1969), the emergence of computing
(hardware and software) encouraged greater importance on the management of the projects to
be developed. Finally, in the IT industry, the importance of PM from 1990 to the present has made
possible the development of complex and large systems that we use in our daily lives. [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>
          The period between the beginning and the end of the project is called the "project life cycle,"
in this period, three roles are essential: customer, contractor, and project manager. However, the
above does not apply to all project types [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. A project manager is vital to correctly using PM on
a project. According to PMBOK [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], the ability to motivate the team and other stakeholders in
the project is a skill crucial to the project manager. Even the project manager's organizational
leadership implies that others carry out their activities efficiently [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>
          Software has a crucial role today, and because of this, companies demand software engineers
with better skills. Unfortunately, there are many unskilled software developers. The education
institutions that produce software professionals are the leading cause of this problem because
they are still determining the correct way to teach the fundamental concepts and skills students
need to apply in the workforce [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Software engineering professors must work hard to cover
the expectations that students usually have in the final year. Compared to real software
development projects, professors lack several critical capabilities of most project managers and
owners [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Gamification</title>
        <p>
          Gamification means incorporating game mechanics and dynamics in non-gaming
environments or applications to achieve concentration, loyalty, commitment, and other values
common to games [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>
          The main objectives of Gamification are to motivate people to achieve personal goals and
change their behaviour or develop new skills [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Based on those two objectives, Gamification is
presented as a new strategy to influence and motivate people during the development of activities
they are not used to or in those in which they are trying to become a new habit [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
        </p>
        <p>
          Gamification comprises a set of game dynamics and game mechanics:
• Game dynamics are defined as the needs and motivations that drive people to act, while
game mechanics are defined as the strategies used to satisfy those needs [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
• Game mechanics include points, achievement or levels, badges, bonuses, tasks, challenges,
points systems, progress bars, rewards, scores, leaderboards, feedback, and unblinking
content [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ][
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>Gamification is not new; it began at the end of 2010 and the beginning of 2011. Gamification
was first used for applications in areas such as 1) health in applications aimed at performing
physical activities and 2) social interaction and learning applications, such as Foursquare or
Duolingo, where the implementation of points and table positions is common as motivating
elements.</p>
        <p>
          Nowadays, gamification is extending the use of games in different environments with not just
a ludic purpose; its implementation is increasing in fields such as education, health, marketing,
and software engineering. Specifically in educational environments, some of its benefits are [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]:
1) promoting effective student interaction in classroom projects, 2) motivating students to learn
more, and 3) learning becomes enjoyable.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Related work</title>
        <p>This section identifies previous works related to Gamification and Software Engineering
research. Then, this section presents five related articles performed within the last six years.</p>
        <p>
          Erika et al., in Gamification for software process improvement software: an exploratory
analysis [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], performed an SLR focused on incorporating gamification elements into the
Software Engineering (SE) field, especially in processes. They found 24 primary studies. The main
results highlighted by this article are: 1) areas in SE in which gamification strategies have been
implemented are software development, software engineering (those containing more than one
area), software testing, programming, software design and software quality; 2) around 70% of
studies use tools to support processes to implement gamification; 3) most of the primary studies
are related to the educational field; 4) most of the gamification elements in processes are points,
levels and position tables; and 5) 20 of 24 primary studies have positive effects.
        </p>
        <p>
          Martinez-Villalobos and Rios-Herrera, in Gamification as a learning strategy in the training of
engineering students [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], performed a research project related to the use of gamification and
pedagogical strategies to train engineering students of programs related to civil engineering,
systems, electronics, mechanical and industrial. The project consisted of using a video game with
40 students to be implemented to teach the subject of linear algebra. The methodological and
design criteria that Gamification most impacts are motivation (93%), utility (91%), and
evaluation (91%).
        </p>
        <p>
          Muñoz and Gasca-Hurtado, in Gamification for Addressing the Challenges of Teaching
International Software Engineering Standards in Higher Education Institutions [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ], addressed
the challenges faced in developing the skills required to use software engineering standards (such
as commitment, training, understanding and conscientization). And how gamification elements
can contribute to education on this critical topic to develop quality software products.
        </p>
        <p>
          Abraham and Moreno, in Gamification in Software Engineering Education: A systematic
mapping [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], identified a relationship between gamification and Software Engineering in aspects
such as 1) gamification helps to improve student engagement, 2) sharing of knowledge, and 3)
encouraging the best practices. After the verification of 127 studies retrieved, the authors
obtained 40 papers marked as relevant, and the Gamification remarks some software engineering
processes as the following: construction, improvement, testing, maintenance, risk, design,
requirements, and configuration.
        </p>
        <p>
          Tonhão et al., in Gamification in Software Engineering Education: a Tertiary Study [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ],
mentioned that in the educational scope, almost half about university courses, and a similar
quantity with learning experiences. Currently, the importance of SE keeps growing in the
software industry; therefore, gamification techniques are implemented for training purposes.
The studies focused on structural gamification, i.e., it implies game elements to modify the
learning environment without altering the content. The results show the potential of gamification
to improve the engagement and motivation of the students across the knowledge process.
        </p>
        <p>
          Monteiro, in The Diversity of gamification evaluation in the software engineering education
and industry: Trends, comparisons and gaps [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], focuses on the evaluation based on the user
experience and perceptions as a strategy for implementing gamification and evaluating the
results and the effects of gamification on its users and their context.
        </p>
        <p>Even when the research works present an analysis of gamification and SE, they need to analyze
the coverage of gamification strategies by areas of SE, which is the main topic of this paper.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Systematic mapping</title>
      <p>
        The systematic mapping process was proposed by Peterson et al. [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. The process suggests five
steps: 1) definition of the research question, 2) conduct of the review, 3) screening of the articles,
4) keywording using abstracts, and 5) data extraction and mapping process. The adaptation of
each step to this research is next described.
      </p>
      <p>
        1. Definition of research question: this step focuses on developing a set of research questions
that will address the mapping study according to the research goal [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. This research
aims to identify how gamification has been used to teach software engineering topics.
Based on this goal, we defined three research questions: RQ1) Which areas of Software
Engineering have applied gamification strategies? RQ2) What mechanisms are
implemented to evaluate improvements in using gamification to teach software
engineering topics? And RQ3) What are the results of using gamification to teach software
engineering topics?
2. Conduct the review: this step focuses on creating a search string(s) and executing it in the
database selected [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Based on the research questions, we identify a set of keywords
that allow us to build a search string: (gamification OR gamified OR gamifying) AND
(environments) AND (software engineering). This search string was executed in three
digital databases relevant to Software Engineering. As a result, we obtained 531 studies.
      </p>
      <p>
        Table 1 shows the results obtained by the database.
3. Screening the articles: this step focuses on defining a set of inclusion and exclusion criteria
to exclude articles that do not contribute to the research [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. To perform this screening,
we established four inclusion criteria (IC) as filters of the articles implemented in two
interactions:
a. We applied the IC1. to identify the duplicated articles. As a result, we got 211
articles (see Table 2, second column)
b. After removing the duplicated studies, we applied three Inclusion Criteria:
IC2articles written in English and Spanish; IC3- availability of articles; and
IC4articles providing implementation of gamification in one or more Software
Engineering areas. After applying these three ICs, we obtained 11 articles (see
Table 2, third column). The list of the 11 articles is provided in Annex A.
4. Keywording using abstracts: this step focuses on developing a classification scheme
considering the selected articles [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. For this research, we considered three elements:
the distribution of articles in Software Engineering areas, the contribution of articles
(techniques, tools, practices, and methods), and the type of research according to the
research type proposed by Wieringa et al. [23] (validation research, evaluation research,
solution proposal, philosophical articles, opinion articles, and experience articles).
5. Data extraction and mapping process: this step focuses on the elements defined in the
previous step. We will present the results of the systematic mapping in section 4.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Results and Discussion</title>
      <sec id="sec-4-1">
        <title>4.1 Distribution of articles by Software Engineering areas</title>
        <p>As mentioned before, according to SWEBOK, Software Engineering (SE) has 15 knowledge
areas. Then, we focused on 12 of 15 areas to classify the articles and identify which SE areas are
concentrated in the selected articles. We do not consider computing foundations, mathematical
foundations, and engineering foundations. Table 3 shows the papers' distribution. As the table
shows, software engineering models and methods are the SE area most focused on, with four
articles, followed by software engineering management and software quality, with two articles.
Finally, we found one article on software construction, design, and engineering processes. We
need to find evidence of articles addressing the use of Gamification in the rest of the SE areas.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2 Type of contribution of the articles</title>
        <p>For this research, we classify the contribution of the most common elements found in a SE
area, such as techniques, tools, practices, and methods. Each term is briefly described. Besides,
Table 4 presents the classification of articles.</p>
        <p>• Techniques: refers to a way of doing an activity related to implementing gamification in the</p>
        <p>SE area to teach topics.
• Tools: refer to software tools that facilitate the implementation of gamification in the SE
area to teach topics.
• Practices: refer to proven practices related to implementing or using gamification in the SE
area to teach topics.
• Methods: it refers to the "way of work" defined to implement or use gamification in the SE
area to teach topics.
0
2
0
4
0
4
0
11</p>
        <p>As the table shows, most articles focus on proven practices and methods, with four articles
each, followed by tools with two articles. Finally, we only find one paper related to techniques.
This could be because of the need for strategies that allow them to follow a structured way to
implement gamification in SE areas.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3 Research type of articles</title>
        <p>For this research, we classify the research type according to the classification of research type
proposed by Wieringa et al. [23], adapting this classification to the context of our research. Each
term is briefly described, and Table 5 presents the classification of the articles.
• Evaluation research (ER): the paper presents techniques, tools, practices, or methods
implemented in practice so that authors present how the artifact was implemented and the
consequences of its implementation, focusing on benefits, problems, and the
implementation evaluation.
• Validation research (VR): the paper presents techniques, tools, practices, or methods
investigated that are novel and yet to be implemented. They present only work done in a
lab.
• Solution proposal (SP): the paper presents a solution for a problem related to using
gamification to teach topics in some SE areas. It can be a novel solution or an extension of
an existing one. It commonly provides potential benefits and analysis of its applicability.
• A philosophical paper (PP): the paper presents a new way of looking at gamification to teach
in the SE area, structuring a taxonomy or a conceptual framework.
• Opinion paper (OP): the paper presents an expression of the opinion of somebody related
to whether an existing technique, tool, practice, or method is good or bad or what should
be done.
• Experience paper (EP): the paper explains what and how a technique, tool, practice, or
method has been done in practice according to the author's experience.
Software quality</p>
        <p>ER
0
0
0
[E2]
0
0
0
As the table shows, most papers are the type of evaluation research (ER) and solution proposal
(SP), with four papers each. Besides, validation research (VR), philosophical paper (PP) and
opinion paper (OP) with one paper each.</p>
        <p>The mapping study results focused on the distribution of articles by SE area, type of
contribution, and type of research are provided in Figure 1.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4 Discussion</title>
        <p>This section will be focused on answering the RQs defined to address the research.
RQ1. Which areas of Software Engineering have applied gamification strategies?
To answer this question, we classified the gamification strategies to implement gamification
for software process improvement in the SE areas. The areas with the most significant
intervention in gamification are software construction, software testing, software engineering
management, software engineering processes, software engineering models and methods, and
software quality (see Table 3).</p>
        <p>
          The area that stands out mainly, with 36.3%, is the area of software engineering models and
methods (E6, E7, E8, E9). This area aims to implement a structure on software engineering to
make that a systematic, repeatable, and ultimately more success-oriented activity [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          Other areas that have had an intervention in gamification with 18.2% are software
engineering management (E3, E4) and software quality (E10, E11). Software engineering
management aims to apply management activities (planning, coordination, measurement,
monitoring, control, and reporting) to ensure that software products and software engineering
services are delivered efficiently, effectively, and for the benefit of interested parties. Besides,
software quality refers to the desirable characteristics of software products, to the extent that a
particular software product possesses those characteristics, and to the processes, tools, and
techniques used to achieve those characteristics [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          Finally, the areas with an intervention of 9.1% are software construction (E1), software testing
(E2), and software engineering processes (E5). Software construction refers to the detailed
creation of functional software through a combination of coding, verification, unit testing,
integration testing, and debugging [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Software Testing consists of the dynamic verification of a
program that provides the expected behaviours in a finite set of test cases appropriately selected
from the generally infinite execution domain [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. The software engineering process consists of a
set of interrelated activities that transform one or more inputs into outputs while consuming
resources to achieve the transformation [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>It is of particular interest to highlight that we have not found a proposal related to Software
Requirements. Requirements Management is a critical stage in the software development life
cycle, which involves identifying, analyzing, and specifying system requirements. Therefore, it is
crucial to ensure the quality and efficiency of the developed software, but it often needs help in
terms of students' understanding and application of the concepts.</p>
        <p>RQ2. What mechanisms are implemented to evaluate improvements in using gamification to
teach software engineering topics?</p>
        <p>Table 4 shows the classified types of mechanisms most used to improve software engineering
processes in each area. The most implemented mechanisms are practices (E2, E4, E5, E10) and
methods (E7, E8, E9, E11).</p>
        <p>These mechanisms have been used to evaluate how gamification impacts and improves the
learning process in each area to identify which gamification approaches are most effective and
beneficial for students. The results of this research helped us better understand how to optimally
implement gamification in the teaching of Software Engineering and improve students'
educational experience.</p>
        <p>RQ3. What are the results obtained from using gamification to teach software engineering
topics?</p>
        <p>The results obtained from primary studies show us that gamification can improve the learning
experience and increase student participation (E3). They also demonstrate that gamification
facilitates the learning process in each area of Software Engineering (E1, E5). In addition to
increasing software development teams' commitment, collaboration, and motivation (E4).
Therefore, the research results show that gamification has been effectively applied in the teaching
of Software Engineering, demonstrating improvements in student participation, motivation,
collaboration, and performance (E10). Gamification has proven valuable for fostering a more
engaging and effective learning environment (E7, E8, E11).</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>Implementing Gamification in the teaching of Software Engineering shows excellent potential to
improve students' educational experience. Through the systematic mapping of the studies, it was
possible to identify the areas of Software Engineering that have most adopted gamification
strategies and the mechanisms used to evaluate their effectiveness management.</p>
      <p>On the one side, the related work provides the research interest in using gamification to teach
engineering areas. Besides, they give an overview of the usefulness of gamification of these topics.</p>
      <p>On the other side, according to the results of the systematic mapping, gamification elements,
such as point systems, leaderboards, and rewards, are intended to encourage participation and
friendly competition among students.</p>
      <p>It is important to highlight that the results obtained so far show a positive impact of
gamification on the Software Engineering learning process. However, two elements should be
highlighted: 1) the need to create gamification strategies covering lees-covered areas such as
Software Requirements, and 2) extensive validation is required to confirm the effectiveness of
this strategy in the real educational environment.</p>
      <p>In conclusion, gamification can be a valuable tool to improve the teaching of Software
Engineering and foster a more stimulating and participatory learning environment. This research
is a starting point for designing more effective educational strategies in Software Engineering.
This area provides a solid foundation for future research and environments in secondary and
higher education institutions.</p>
    </sec>
    <sec id="sec-6">
      <title>Annex A. Primary studies</title>
    </sec>
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