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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Simplifying road to defining a scientific problem and hypothesis through gamified and storytelling-enhanced teaching of requirements engineering⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ksenija Lace</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marite Kirikova</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Applied Computer Systems, Faculty of Computer Science and Information Technology, Riga Technical University,</institution>
          ,
          <addr-line>6A Kipsalas Street, Riga, LV-1048</addr-line>
          ,
          <country country="LV">Latvia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <volume>1</volume>
      <fpage>1</fpage>
      <lpage>13</lpage>
      <abstract>
        <p>The transition from structured coursework to independent research poses significant challenges for students, particularly in mastering the design science method required for thesis work. To address this issue, the paper proposes implementing gamified learning strategies within a Requirements Engineering course to enhance student readiness for thesis projects. A detailed course outline is provided, demonstrating how gamification, storytelling, and the design science method can be effectively embedded in the curriculum. By integrating these multifaceted teaching methods, the course aims to manage the complexity of preparing students for independent research and thesis writing. The course design refers to Bloom's taxonomy to ensure comprehensive learning outcomes across multiple cognitive levels, thereby fostering a deeper understanding and application of the design science method in engineering education.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamified teaching</kwd>
        <kwd>storytelling-enhanced teaching</kwd>
        <kwd>requirements engineering 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Design science is a research paradigm focused on creating and evaluating artifacts intended
to solve identified organizational problems [1]. The design science method is essential for
research, and students must master it to complete their theses successfully. However, many
students struggle with this transition due to a lack of engaging and practical learning
experiences. Gamification, which involves adding game elements to non-game contexts, has
been shown to boost motivation and learning outcomes [2]. Storytelling, on the other hand,
makes learning more relatable and memorable [3]. This paper discusses the opportunity for
using gamified learning and storytelling to teach the elements of design science within a</p>
      <sec id="sec-1-1">
        <title>Requirements Engineering course. The proposed approach for preparing students for thesis writing through requirements engineering course involves managing the complexity of not only understanding the design</title>
        <p>science method but also effectively combining it with the principles of Requirements
Engineering. The proposed course design addresses this complexity by integrating
gamification and storytelling, creating a holistic educational experience that simplifies
complex concepts and enhances student engagement. By embedding the design science
method within the context of Requirements Engineering through interactive and
narrativebased learning, students could better meet the multifaceted challenges of thesis
preparation. This approach helps students develop some of the essential skills needed to
conduct independent research, analyze data, and present their findings.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>This section briefly discusses the “ingredients” of the proposed approach and motivates the
use of each ingredient. Section 2.1 discusses the potential benefits of the use of scientific
method elements in studying different study courses, not only those that are exclusively
devoted to the scientific method. Section 2.2 puts in focus gamification in teaching, while
Section 2.3 focuses on storytelling. Section 2.4 points to the similarities between issues in
requirements engineering and in design science research.</p>
      <sec id="sec-2-1">
        <title>2.1. Integration of design science method training</title>
        <p>Research shows a significant gap in student readiness for conducting scientific research
during their thesis work. Many students lack the necessary knowledge and skills in the
application of the design science method, which is essential for successful thesis completion.
Poor supervision and training in scientific hypothesis formulation and writing are common
issues that negatively impact students' research abilities [4]. This lack of preparedness
often results in students struggling to create research questions, design experiments, and
analyze data effectively [5]. Moreover, the mentoring relationship between students and
supervisors plays a critical role. Inaccessible mentors or insufficient psychosocial support
can limit the development of students' scientific self-efficacy, which is essential for
successful research outcomes [6].</p>
        <p>Adding design science method training and research practice early in the academic
curriculum has proven to be an effective strategy. Early exposure to research methodologies
within other courses improves students' understanding and mastery of scientific research
by the time they begin their thesis work [6]. This approach ensures that students have a
solid foundation in research skills, allowing them to transition smoothly into independent
research projects. In this context, several educational strategies can be employed to train
students in the design science method effectively. These strategies include undergraduate
research experiences (UREs), problem-based learning, and inductive learning.</p>
        <p>UREs involve students actively participating in research projects under the guidance of
faculty mentors. These experiences help students develop a sophisticated understanding of
experimental design, data analysis, and the nature of scientific knowledge. UREs improve
students' comprehension of the scientific research process and provide hands-on
experience and mentoring that are important for developing research skills and scientific
thinking [7], [8]. Despite the recognized benefits, UREs are often underutilized or
inadequately implemented, leaving many students underprepared [8], [9].</p>
        <p>Problem-based learning involves presenting students with real-world problems that
require them to apply various aspects of the design science method, including hypothesis
formulation, solution design, and evaluation. This educational strategy encourages
selfdirected learning and critical thinking, which are essential components of the design science
method. Through problem-based learning, students gain hands-on experience in scientific
research, enhancing their understanding and retention of scientific concepts [10], [11].</p>
        <p>Similarly to problem-based methods, inductive learning methods, such as inquiry-based
and project-based learning, involve students uncovering principles through practical work,
identifying problems and questions, and finding solutions. Unlike traditional deductive
learning, where principles are provided at the beginning and then applied, inductive
learning emphasizes discovery and exploration. This practical approach aligns closely with
the design science process. Through inductive learning, students may actively engage in the
scientific process, fostering a deep understanding of research methods and principles [11].</p>
        <p>An integral component of the design science method can be also the experimentation. By
understanding and applying principles of the design of experiments, students can design
more effective experiments, analyze data more accurately, and draw more reliable
conclusions [12].</p>
        <p>The methods and skills discussed above are a part of ones applied in requirements
engineering, which makes it promising to purposely design a requirements engineering
course in way that it contributes to skills of scientific research.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Benefits of gamified learning</title>
        <p>Gamification of learning has been shown to significantly improve educational outcomes by
increasing student engagement and motivation. Gamified learning experiences make
educational activities more interactive and enjoyable, leading to a deeper understanding of
complex concepts [13]. Studies confirm that gamification positively affects motivation and
engagement in learning, supporting its use in educational settings [14].</p>
        <p>Gamified learning can increase students' intrinsic motivation by making learning
activities more enjoyable and satisfying. A meta-analysis found that gamification has a small
but significant positive effect on intrinsic motivation, primarily through enhancing
students' perceptions of autonomy and relatedness [15]. Additionally, providing students
with choices in assignments can enhance their sense of autonomy, leading to higher
intrinsic motivation [16].</p>
        <p>Gamification can make learning more efficient by providing immediate feedback and
clear goals, which help maintain student interest and drive [17]. Additionally, studies show
that gamification can improve students' ability to perform complex or repetitive activities
by incorporating elements that challenge and engage them [18].</p>
        <p>Despite its benefits, gamification must be carefully designed to avoid potential negative
effects. Leaderboards can create a sense of embarrassment for students who rank low, and
poorly designed tasks can undermine students' competence needs by being too easy or too
difficult [15]. There is a need for rigorous primary study designs to better understand the
impact of gamification on different learning outcomes [19].</p>
        <p>Nevertheless, gamification helps to address complexity and engage in solving complex
problems autonomously and in a team.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Learning through storytelling</title>
        <p>Storytelling has emerged as a powerful tool for enhancing learning experiences, particularly
in online environments. Storytelling makes learning more engaging by presenting
information in a narrative format that students find interesting and relatable. Stories
provide context for learned information, making it easier for students to understand and
retain new concepts [3]. Narratives also help students relate to the material on a personal
level, thereby enhancing comprehension and recall. Key storytelling principles are conflict,
authenticity, and entertainment. These principles help instructional designers capture
students' interest and facilitate deeper cognitive and emotional connections to the learning
material [20].</p>
        <p>The experiments show that incorporating storytelling, for instance, into project-based
learning allows students to apply their knowledge in practical, real-world scenarios. In this
context, project-based learning involves students creating digital stories related to specific
case studies within the course content. The project is the process of creating these digital
stories, where students are required to research, design, and present their narratives to
apply and represent their understanding of the subject matter. This method has been shown
to improve learning motivation and competence by providing a creative and engaging way
for students to demonstrate their understanding [21].</p>
        <p>One of the storytelling approaches is digital storytelling, which involves using
multimedia elements such as images, videos, and audio to create engaging narratives. These
videos provide a dynamic and immersive learning experience that can capture students'
interest more effectively than traditional text-based materials [22]. The use of interactive
digital storytelling videos has been found to promote student engagement and learning in
hybrid courses. These videos provide a dynamic and immersive learning experience that
can capture students' interest more effectively than traditional text-based materials [23].</p>
        <p>Interactive digital storytelling typically includes a mix of video, audio, and narrative
content, with embedded interactive elements such as quizzes, questions, or decision points
that require student participation. The main goal is to enhance student engagement,
motivation, and comprehension by making the learning experience more dynamic and
immersive. This is particularly important in online learning environments where
maintaining student interest can be challenging [24]. Integrating gamified elements with
storytelling can further enhance student engagement and motivation. This approach
combines the interactive and motivational aspects of games with the emotional and
cognitive benefits of storytelling [2].</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. The IREB requirements engineering framework</title>
        <p>The IREB framework [25] is widely recognized and provides best practices and
methodologies that ensure the development of high-quality software systems. The
International Requirements Engineering Board (IREB) framework provides a structured
approach to Requirements Engineering, covering key activities such as elicitation,
documentation, validation and verification, and management of requirements:
•</p>
        <p>Elicitation: Techniques for gathering requirements from stakeholders.</p>
        <p>These practices are intended to create and manage requirements for the identified
problem or goal and proposed solution, aligning closely with the design science method's
focus on artifact creation and evaluation. Requirements Engineering naturally incorporates
steps similar to the design science method, making it an appropriate domain for teaching
these skills. Both fields emphasize problem-solving and the development of practical
solutions through systematic processes. In Requirements Engineering, students observe
real-world needs, formulate hypotheses about system requirements, and develop artifacts
to meet those needs. This process mirrors the steps of the design science method: problem
identification, solution definition, solution design, and solution demonstration and
evaluation [26].</p>
        <p>Design science focuses on artifact creation within the scope of information systems
research. This involves developing constructs, models, methods, and instantiations that
solve specific organizational problems and evaluating their utility and effectiveness [1]. By
teaching Requirements Engineering with a focus on the design science method, students not
only learn to manage and document requirements but also gain hands-on experience in
creating and evaluating artifacts. This dual focus prepares students for their thesis work,
where they must apply these principles to conduct independent research and contribute to
the field of information systems.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>This study follows the hypothesis that it is possible to teach design science method by
combining traditional academic training with gamified tasks and storytelling in
requirements engineering. To prove this hypothesis, a requirements engineering course
design is proposed. The course is based on the IREB Requirements Engineering framework,
incorporating gamified elements, storytelling techniques, and mini-projects that simulate
various application scenarios of the design science method.</p>
      <p>The proposed research approach itself follows the design science research principles by
applying its steps as discussed below (Figure 1):
1. Problem identification: Identifying the lack of design science training as a barrier
to student preparedness for thesis work and the need for more engaging learning
methods.
2. Solution definition: Hypothesizing that combining gamified learning, traditional
training, and design science will enhance student engagement, motivation, and
understanding of the design science method, thereby improving readiness for thesis
work.
3. Solution design: Developing course modules with gamified tasks and storytelling
elements aligned with learning objectives, incorporating design science principles.
4. Solution demonstration: Conducting pilot implementations to test the course and
observe its impact on student learning and engagement.
5. Evaluation: Assessing student performance through mini-projects and traditional
assessments to evaluate the effectiveness of the gamified and storytelling approach.
This involves collecting and analyzing data on engagement, motivation, and
understanding of the design science method.</p>
      <p>This paper focuses on the first three steps of the design science method: problem
identification, solution definition, and solution design.</p>
      <p>Future research should focus on the full implementation of the course (including
comprehensive data collection and analysis) and evaluating whether the collected data
supports the hypothesis, to make recommendations for future course improvements and
research.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Course overview</title>
      <p>The proposed course is divided into seven modules, each focusing on key aspects of
Requirements Engineering (RE) while integrating gamified learning tasks and practical
projects designed to teach the design science method (Figure 2):
•
•</p>
      <p>Gamified Tasks: These are designed to make learning more interactive and
enjoyable, helping students to practice and reinforce the knowledge gained in
lectures and handle complexity.</p>
      <p>Mini-Projects: These projects will focus on the steps of problem identification and
solution definition, teaching students to define hypotheses related to the identified
problems and potential solutions through problem-based learning and other
inductive learning approaches.</p>
      <p>The selection of gamified mechanics for each module is based on the Learning
Mechanics-Game Mechanics (LM-GM) model [27]. This model helps to map pedagogical
goals to appropriate game mechanics to ensure that learning objectives are effectively met
through engaging gameplay.</p>
      <p>The storytelling elements incorporated into the mini-projects used in the course are
selected based on the approach defined in [28]. These elements include point of view, a
dramatic question, emotional content, the gift of your voice, the power of the soundtrack,
economy, and pacing. By integrating these elements, the course aims to enhance student
engagement and comprehension through compelling digital narratives, supporting the
learning goals by making abstract concepts more relatable and memorable.
The course also aligns with Bloom's Taxonomy to ensure comprehensive cognitive skill
development [29]. The activities/skills contributing to design science research are
highlighted in Italic.</p>
      <p>Module 1: Introduction and Overview of Requirements Engineering and the Design
Science Method
•
•
•</p>
      <p>Lecture: Overview of Requirements Engineering (IREB framework) and the Design
Science method.</p>
      <p>Gamified Task: Interactive quiz game about IREB and the design science method.
Game mechanics: Points, leaderboards, and badges for correct answers.
Mini-Project (Problem identification): Students will read a short story about a
fictional company, TechSolutions, which is facing issues with their project
management software. They will identify and document the key problems mentioned
in the story, such as missed deadlines, lack of collaboration features, and user
dissatisfaction.</p>
      <p>Bloom's Levels: Remembering, understanding, applying, analyzing.</p>
      <sec id="sec-4-1">
        <title>Module 3: Work Products and Documentation Practices</title>
        <p>Module 2: Fundamental Principles of Requirements Engineering</p>
        <p>Lecture: Overview of fundamental principles in Requirements Engineering.
Gamified Task: Role-playing game where students simulate stakeholder interviews
to gather requirements. Game mechanics: Role-playing, scenarios, and feedback.
Mini-Project (Solution definition): Based on the problems identified in Module 1,
students will read a continuation of the TechSolutions story where they interview
various stakeholders. They will document the stakeholders' requirements for a new
project management software solution, such as improved collaboration tools,
realtime updates, and user-friendly interfaces.</p>
        <p>Bloom's Levels: Understanding, applying, analyzing, evaluating.
•
•
•
•
•
•
•
•
•</p>
        <p>Lecture: Work products in RE, documentation practices, and documentation
structures.</p>
        <p>Gamified Task: Documentation scavenger hunt where students find and categorize
different types of documentation. Game mechanics: Scavenger hunt, rewards for
completion, and time-based challenges.</p>
        <p>Mini-Project (Solution design): In the next part of the TechSolutions story,
students will be provided with a basic outline of a new software design. They will
quickly sketch a wireframe or mock-up for one key feature of the software, such as
the dashboard interface, using simple tools like paper and pencil or a basic
wireframing tool.</p>
        <p>Bloom's Levels: Understanding, applying, analyzing, evaluating, creating.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Module 4: Practices for Requirements Elaboration</title>
        <p>•
•
•
•</p>
        <p>Lecture: Techniques for eliciting requirements, resolving conflicts, and validating
requirements.</p>
        <p>Gamified Task: Puzzle-solving game where students resolve conflicting
requirements. Game mechanics: Puzzles, levels, and hints.</p>
        <p>Mini-Project (Solution demonstration): Students will read about a conflict
between TechSolutions' development and marketing teams regarding a feature's
implementation. They will then present their solution to an imaginary stakeholder
(e.g., the Marketing Manager) and receive feedback. Students will use a provided
checklist to conduct their own review of the solution based on factors such as
usability, feasibility, and alignment with stakeholder requirements.</p>
        <p>Bloom's Levels: Understanding, applying, analyzing, evaluating, creating.
•
•
•
•
•
Module 5: Process and Working Structure
•
•
•
•</p>
        <p>Lecture: Configuring and managing Requirements Engineering processes.
Gamified Task: Simulation game where students configure and manage a project
using Requirements Engineering processes. Game mechanics: Simulation, strategy,
and progress tracking.</p>
        <p>Mini-Project (Solution evaluation): Students will reflect on their work in the
previous modules and identify lessons learned from their project experiences. They
will then read a new scenario about TechSolutions planning a follow-up project.
Based on the previous project's characteristics and outcomes, students will map out
a tailored Requirements Engineering process for the new project.</p>
        <p>Bloom's Levels: Understanding, applying, analyzing, evaluating, creating.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Module 6: Management Practices for Requirements</title>
        <p>•
•
•</p>
        <p>Lecture: Requirements management, including lifecycle management,
prioritization, and traceability.</p>
        <p>Gamified Task: Management game where students prioritize and trace
requirements through different project stages. Game mechanics: Resource
management, strategic planning, and scoreboards.</p>
        <p>Mini-Project (Full process): Based on a provided hypothetical context for
TechSolutions, students will define a comprehensive Requirements Engineering
process tailored to the project's specific needs. They will cover all aspects of the
design science process: problem identification (define the key issues and requirements),
solution definition (outline the process and steps), partial solution design (create a
draft of process documentation and workflow), and evaluation (propose criteria for
assessing the effectiveness of the RE process).</p>
        <p>Bloom's Levels: Understanding, applying, analyzing, evaluating.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Module 7: Tool Support</title>
      </sec>
      <sec id="sec-4-5">
        <title>Lecture: Overview of tools in Requirements Engineering. Gamified Task: Tool exploration challenge where students use different Requirements Engineering tools to complete tasks. Game mechanics: Challenges, achievements, and exploration.</title>
        <p>Mini-Project (Full process): Students will research and select the most effective
set of tools for managing requirements, project tracking, and collaboration for the
TechSolutions project. They will define the problem (e.g., existing tools' inefficiencies),
provide a solution definition (selecting the most suitable tools), partial solution design
(drafting a configuration and usage plan for the selected tools), and conduct a partial
evaluation (propose criteria and methods for evaluating the tools' effectiveness in the
project context).</p>
        <p>Bloom's Levels: Understanding, applying, analyzing, evaluating.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>This paper argues that integrating the design science method’s elements within a
Requirements Engineering course prepares students for thesis work by systematically
teaching them essential research skills through practical, hands-on projects. This approach
reinforces theoretical knowledge and develops the critical skills necessary for successful
research endeavors. Additionally, incorporating gamification and storytelling enhances
student engagement, motivation, and comprehension of complex concepts. Gamification
makes learning interactive and enjoyable, while storytelling provides contextual and
relatable narratives, helping students internalize and effectively apply their learning. By
addressing the multifaceted challenges of preparing students for thesis writing, this course
design offers a framework for managing educational complexity behind the thesis work. It
supports a deeper understanding and application of the design science method in
engineering education, contributing to improved student readiness for independent
research. Future research should focus on the implementation of this course, with data
collection and analysis to validate the combined effectiveness of gamification and
storytelling in enhancing educational outcomes.</p>
      <p>The limitation of current course design is that it does not directly address the analysis of
scientific works. However, in contemporary requirements engineering it is also an essential
component in innovative product design, Therefore this component can be indirectly
included in stories and gamified tasks of the course.
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