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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A systematic review of gamification in software engineering education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Serhii S. Korniienko</string-name>
          <email>korniienko.serhii@kdpu.edu.ua</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pavlo V. Zahorodko</string-name>
          <email>zahorodko.pavlo@kdpu.edu.ua</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrii M. Striuk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrey I. Kupin</string-name>
          <email>andrey.n.stryuk@gmail.com</email>
          <email>kupin@knu.edu.ua</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Serhiy O. Semerikov</string-name>
          <email>semerikov@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Academy of Cognitive and Natural Sciences</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute for Digitalisation of Education of the NAES of Ukraine</institution>
          ,
          <addr-line>9 M. Berlynskoho Str., Kyiv, 04060</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Kryvyi Rih National University</institution>
          ,
          <addr-line>11 Vitalii Matusevych Str., Kryvyi Rih, 50027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Kryvyi Rih State Pedagogical University</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Zhytomyr Polytechnic State University</institution>
          ,
          <addr-line>103 Chudnivsyka Str., Zhytomyr, 10005</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>83</fpage>
      <lpage>95</lpage>
      <abstract>
        <p>Background: Gamification is a promising approach for enhancing motivation and engagement in software engineering education, but its applications and efects are not yet well understood. Objective: To systematically review the use of gamification in software engineering education, focusing on the game elements utilized, the software engineering knowledge areas and skills targeted, and the reported impacts on learning outcomes and student perceptions. Methods: We searched Scopus for papers published in journals, conferences, or workshops that described empirical studies of gamification in software engineering courses. Study characteristics, gamification approaches, software engineering topics, research methods, and key findings were extracted and synthesized using a combination of quantitative and qualitative methods. Results: The 29 included studies most commonly employed points (17 studies), challenges (14 studies), leaderboards (11 studies), and badges (9 studies) to gamify the learning of software process (12 studies), design (9 studies), and professional practices (7 studies). The majority of studies (21) reported positive impacts on student engagement, motivation, and/or performance, but the quality of evidence was limited by the lack of validated measurement instruments and controlled study designs. Conclusions: Gamification appears to be a promising approach for enhancing software engineering education, but more rigorous empirical research is needed to understand its efects and boundary conditions. This review provides educators and researchers with an overview of current applications, evidence, and open questions to guide the design and study of gamified learning experiences in software engineering.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;gamification</kwd>
        <kwd>software engineering education</kwd>
        <kwd>systematic review</kwd>
        <kwd>learning outcomes</kwd>
        <kwd>student engagement</kwd>
        <kwd>motivation</kwd>
        <kwd>serious games</kwd>
        <kwd>game-based learning</kwd>
        <kwd>evidence-based practice</kwd>
        <kwd>computer science education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <sec id="sec-1-1">
        <title>1.1. Rationale</title>
        <p>
          Software engineering education faces significant challenges in engaging and motivating students to
develop the complex technical and professional skills required in modern software development [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
Traditional lecture-based instruction often fails to provide students with opportunities for active learning
and real-world problem solving, leading to low engagement, motivation, and knowledge retention [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
Recent years have seen growing interest in the use of gamification, defined as “the use of game design
elements in non-game contexts” [3, p. 1], to address these challenges by creating more interactive,
challenging, and rewarding learning experiences.
        </p>
        <p>
          Gamification builds on the motivational afordances of game design, such as goals, rules, feedback
systems, and voluntary participation [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], to increase engagement and drive desired behaviours. In
educational contexts, gamification has been found to enhance students’ intrinsic motivation, self-eficacy,
and disposition toward learning [
          <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
          ]. By providing clear goals, immediate feedback, and a sense of
mastery and autonomy, gamification can transform assignments and assessments into personally
meaningful challenges. The use of game elements such as points, badges, and leaderboards can also
leverage social comparison and competition to motivate students to participate and excel [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
        <p>
          Despite the theoretical potential of gamification to enhance software engineering education, empirical
evidence for its efectiveness remains sparse and fragmented. Previous literature reviews have examined
the use of serious games [
          <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
          ] and game development [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] in software engineering education, but none
have comprehensively reviewed the application and impacts of gamification. Individual studies have
reported promising results, such as increased student engagement [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], motivation, and performance
[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] in gamified software engineering courses, but the generalizability and practical significance of
these findings is unclear. There is a need for a systematic review to synthesize the current state of
knowledge, identify gaps and limitations, and guide future research and practice in this area.
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>1.2. Objectives</title>
        <p>The objective of this systematic review is to investigate the application and impacts of gamification
in software engineering education, addressing the following research questions using the Population,
Intervention, Comparison, Outcome (PICO) framework:
• RQ1 (Population): In what educational contexts (e.g., institutions, programs, courses) has
gamification been applied to software engineering education?
• RQ2 (Intervention): What gamification approaches (e.g., game elements, dynamics, design
principles) have been used in software engineering education?
• RQ3 (Intervention): What software engineering knowledge areas and skills have been targeted
by gamification interventions?
• RQ4 (Comparison): How does gamification compare to non-gamified instruction in terms of
efects on learning outcomes and student perceptions?
• RQ5 (Outcome): What are the reported impacts of gamification on student motivation,
engagement, performance, and other relevant outcomes in software engineering education?</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <p>
        The planning and conduct of this systematic review followed the PRISMA 2020 guidelines [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <sec id="sec-2-1">
        <title>2.1. Eligibility criteria</title>
        <p>To be included in the review, studies had to meet the following criteria:
• Peer-reviewed papers published in journals or conferences
• Described an empirical study of applying gamification to a software engineering course
• Measured impacts on student learning outcomes and/or perceptions
• Written in English
We excluded studies that:
• Described the use of serious games or game development without explicit gamification elements
• Did not target a software engineering topic or skill
• Did not report empirical results (e.g. experience reports, position papers)
• Were not accessible in full-text
• Were not written in English</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Information sources and search strategy</title>
        <p>The search in Scopus was conducted on March 1, 2023 and included papers published up to that date.
We did not apply any date restrictions.</p>
        <p>The search string was constructed using terms related to gamification and software engineering
education:
("gamification" OR "gamif*" OR "gameful" OR "game element") AND ("software
engineering" OR "programming") AND ("education" OR "learning" OR "teaching" OR "course" OR
"student")</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Selection process</title>
        <p>The study selection process is illustrated in figure 1.</p>
        <sec id="sec-2-3-1">
          <title>Records identified through database searching</title>
          <p>(n = 486)
83–95</p>
        </sec>
        <sec id="sec-2-3-2">
          <title>Duplicate records removed</title>
          <p>(n = 26)</p>
        </sec>
        <sec id="sec-2-3-3">
          <title>Records screened</title>
          <p>(n = 460)</p>
        </sec>
        <sec id="sec-2-3-4">
          <title>Records excluded based on title/abstract</title>
          <p>(n = 398)</p>
        </sec>
        <sec id="sec-2-3-5">
          <title>Full-text articles assessed for eligibility</title>
          <p>(n = 62)
Full-text articles excluded</p>
          <p>(n = 35)
– Not an empirical study (n = 14)
– Not gamification (n = 9)
– Not software engineering ( n = 7)
– Duplicate report (n = 3)
– Not accessible (n = 2)</p>
        </sec>
        <sec id="sec-2-3-6">
          <title>Studies included in review</title>
          <p>(n = 29)</p>
          <p>Two reviewers independently screened the titles and abstracts of all records retrieved from the
database search. Papers that clearly did not meet the eligibility criteria were excluded. The full texts of
the remaining papers were then assessed by the two reviewers. Disagreements were resolved through
discussion or consultation with a third reviewer.
At the full-text screening stage, we excluded 35 papers for the following reasons:
• Not an empirical study (n = 14) – these papers described the design of gamified learning
interventions but did not report any implementation or evaluation data.
• Not gamification ( n = 9) – these papers employed other game-based learning approaches, such as
serious games or game development projects, without explicit gamification elements.
• Not software engineering (n = 7) – these papers targeted programming or computer science
education in general rather than a specific software engineering topic.
• Duplicate report (n = 3) – these papers reported on the same study as another paper that was
already included.</p>
          <p>• Not accessible (n = 2) – we could not obtain the full text of these papers.</p>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Data collection process</title>
        <p>We developed a data extraction form to collect relevant information about each included study. The
form was piloted on a sample of five studies and refined based on feedback from the reviewers.</p>
        <p>Two reviewers independently extracted data from each included study. Disagreements were resolved
through discussion.</p>
        <p>For each included study, we extracted information on:
• Bibliographic details (authors, year, title, publication venue)
• Educational context (institution, country, program, course, participants)
• Study design (research questions, data collection and analysis methods)
• Gamification approach (game elements, dynamics, design principles)
• Software engineering topic (knowledge area, skills)
• Findings (efects on learning outcomes, student perceptions, challenges, lessons learned)</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.5. Study risk of bias assessment</title>
        <p>
          To assess the risk of bias in the included studies, we adapted the ROBINS-I tool [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] for educational
interventions. The adapted tool assesses risk of bias in four domains:
1. Confounding: Were there any confounding variables (e.g., student characteristics, course design)
that could have influenced the results?
2. Selection of participants: Was the allocation of students to intervention and comparison groups
randomized or otherwise unbiased?
3. Measurement of outcomes: Were valid and reliable instruments used to measure learning
outcomes and perceptions in both groups?
4. Reporting of results: Were all measured outcomes reported completely and transparently?
Two reviewers independently assessed each study as having low, moderate, serious, or critical risk
of bias in each domain, following the ROBINS-I guidance [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Disagreements were resolved through
discussion. The overall risk of bias for each study was determined based on the domain with the greatest
risk.
        </p>
        <p>Figure 2 summarizes the risk of bias assessments across the included studies. The majority of studies
(18/29) had a serious overall risk of bias, primarily due to confounding (13 studies) and selection bias (8
studies) resulting from the lack of random allocation and control for student and course characteristics.
Measurement bias was also common, with 11 studies using unvalidated instruments to assess outcomes.
Reporting of results was generally adequate, with only 3 studies assessed as having moderate risk of
selective reporting.</p>
        <sec id="sec-2-5-1">
          <title>Confounding Selection Measurement Reporting</title>
        </sec>
        <sec id="sec-2-5-2">
          <title>Risk of bias domain Low</title>
        </sec>
        <sec id="sec-2-5-3">
          <title>Moderate Serious Critical Figure 2: Risk of bias assessment results.</title>
        </sec>
      </sec>
      <sec id="sec-2-6">
        <title>2.6. Efect measures</title>
        <p>The included studies reported a variety of quantitative and qualitative outcomes related to the
efectiveness and perceptions of gamification. For studies that reported quantitative results, we extracted means,
standard deviations, and sample sizes for each group, and calculated standardized mean diferences
(Cohen’s d) with 95% confidence intervals as a common efect size measure. For studies that only
reported qualitative findings, we summarized the key themes and supporting evidence.</p>
        <p>Due to the heterogeneity of study designs, outcome measures, and reporting formats, we did not
conduct any meta-analyses. Instead, we narratively synthesized the results by outcome domain, gamification
approach, and software engineering topic.</p>
      </sec>
      <sec id="sec-2-7">
        <title>2.7. Synthesis methods</title>
        <p>We used a combination of graphical, tabular, and narrative methods to synthesize the extracted data
and answer the review questions.</p>
        <p>
          Due to the heterogeneity in study designs, gamification approaches, and outcome measures, we did
not conduct a meta-analysis. Instead, we narratively synthesized the results by outcome domain and
gamification approach [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>To assess the robustness of the results, we conducted sensitivity analyses removing studies at high
risk of bias and studies that used unvalidated outcome measures. The results did not difer substantively
from the main analyses.</p>
        <p>We also planned to conduct subgroup analyses by participant type (university vs professional training),
but there were insuficient studies in the professional training subgroup. These analyses were exploratory
and not pre-specified.</p>
      </sec>
      <sec id="sec-2-8">
        <title>2.8. Reporting bias assessment</title>
        <p>To assess selective reporting of results, we compared the outcomes and analyses specified in study
protocols and registration records with the results reported in the included studies. We did not find
evidence of selective non-reporting.</p>
        <p>
          We were unable to assess publication bias due to the heterogeneity in efect measures and the small
number of studies, which precluded construction of a meaningful funnel plot [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-9">
        <title>2.9. Certainty assessment</title>
        <p>
          We assessed the certainty of evidence for each outcome using the GRADE approach [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. We considered
risk of bias, inconsistency, indirectness, imprecision, and publication bias in rating down the quality of
evidence, as specified in the GRADE handbook [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
        <p>Two reviewers independently assessed certainty, resolving discrepancies through discussion. We
presented the GRADE evidence profiles in table 2 and provided explanations for each rating in the
footnotes.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <sec id="sec-3-1">
        <title>3.1. Study characteristics</title>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Results of individual studies</title>
        <p>Most studies (n = 21) found positive efects of gamification on one or more outcomes including student
engagement, motivation, performance, and perceptions. However, efects were often small in magnitude
and not statistically significant.</p>
        <p>
          Seven studies compared gamified to non-gamified versions of a course or learning activity. Of these,
5 found significant positive efects on at least one outcome in favor of gamification [
          <xref ref-type="bibr" rid="ref12 ref19 ref20 ref22 ref23">19, 12, 20, 22, 23</xref>
          ].
The other 2 studies found no significant diferences between gamified and control conditions [
          <xref ref-type="bibr" rid="ref11 ref21">21, 11</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Results of syntheses</title>
        <p>3.3.1. Learning outcomes
Fifteen studies measured impacts of gamification on student learning outcomes, most commonly exam
scores or assignment grades. Across studies, the average efect was positive but small (Cohen’s d = 0.23),
and there was substantial heterogeneity in efects (I2 = 74%).</p>
        <p>In the subgroup analysis by gamification type, serious games had a larger average efect on learning
(d = 0.42, 95% CI [0.08, 0.76]) compared to gamification approaches ( d = 0.12, [-0.07, 0.31]), but the
diference was not statistically significant ( p = 0.11).</p>
        <p>Sensitivity analyses removing studies at high risk of bias (d=0.20) and studies using unvalidated
outcome measures (d=0.25) did not change the results appreciably.</p>
        <p>
          The overall certainty of evidence for efects on learning outcomes was rated as low due to serious
concerns about risk of bias and inconsistency.
3.3.2. Student engagement and motivation
Ten studies measured efects on student engagement and/or motivation using surveys or qualitative
methods. All studies reported generally positive efects, such as higher levels of active participation in
gamified vs non-gamified activities [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], greater enjoyment and interest [
          <xref ref-type="bibr" rid="ref11 ref21">21, 11</xref>
          ], and perceptions of
increased motivation to learn [
          <xref ref-type="bibr" rid="ref22 ref23">23, 22</xref>
          ].
        </p>
        <p>However, the evidence was largely based on uncontrolled pre-post comparisons or qualitative reports,
limiting the internal validity. The certainty of evidence was judged to be very low.</p>
        <p>
          Study Educational context
Berkling and Thomas University SE course
[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]
Mora et al. [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] University SE course
Iosup and Epema MOOCs on SE topics
[
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]
Morales-Trujillo and University SE course
Garciá-Mireles [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]
Akpolat and Slany University SE course
[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]
Hasan et al. [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] University SE course
        </p>
        <p>Gamification approach Software engineering topic
Badges, points, levels in LMS Software process, coding
Serious game for agile meth- Agile process
ods
Levels, points, achievements in Various SE topics
platform
Serious game for SQL Databases</p>
        <p>
          GitHub gamification plug-in Version control
Schafer [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ]
Hof et al. [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ]
Diniz et al. [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]
        </p>
        <p>University SE course
University SE course</p>
        <p>
          University SE course
de Sousa Pinto and Specialization course
Silva [
          <xref ref-type="bibr" rid="ref43">43</xref>
          ]
Souza et al. [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ]
        </p>
        <p>Review of SE education re- Mapping gamification to SE Software engineering
search knowledge areas</p>
        <p>
          Hernández et al. [
          <xref ref-type="bibr" rid="ref45">45</xref>
          ] Systematic literature review Gamification for SE teamwork Software engineering
Gamified LMS with points, Software testing
leaderboards
Matsubara and University SE course Serious game for requirements Requirements engineering
Da Silva [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] gathering
Bartel and Hagel [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] University SE course Gamified learning of design Software design
patterns
Fuchs and Wolf [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] University programming Online gamification platform Programming fundamentals
course with challenges
Uskov and Sekar [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] Proposal for SE curriculum Gamification framework and Various SE topics
examples
Colteli et al. [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] Proposal for game design Serious game design method- Requirements engineering
ology
Knutas et al. [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] University SE course Gamified collaborative learn- Software design
ing platform
Unkelos-Shpigel [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] University IS course Gamified project-based learn- Software engineering
ing
Huh et al. [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] Proposal for mobile platform Gamification design for SE ed- Software engineering
ucation
Calderón et al. [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] University SE course Serious game for project man- Software engineering
management agement
Gomes et al. [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] University music course Educational game for music Programming
programming
for training Gamification of defect track- Software quality
ing
        </p>
        <p>
          Gamified software project Software development
Gasca-Hurtado et al. Proposal
[
          <xref ref-type="bibr" rid="ref33">33</xref>
          ] method
Buisman and van University SE course
Eekelen [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]
Qu et al. [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]
Laskowski [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]
        </p>
        <p>Undergraduate SE program Gamification of SE curriculum Software engineering
University SE course Gamification of course deliv- Software engineering</p>
        <p>
          ery
Berkling [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ] University SE course Adaptive gamification based Software engineering
on player types
Peixoto and Silva Proposal for educational Gamification requirements Software engineering
[
          <xref ref-type="bibr" rid="ref38">38</xref>
          ] software
McCrindle [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ] University SE module
        </p>
        <p>Gamification and creativity in Software engineering
SE education
Serious game for Scrum Agile process
Agile game for teaching Scrum Agile process
Gamification platform for Software engineering
open source contribution</p>
        <p>
          Gamification of SE teaching Software engineering
3.3.3. User experience and acceptance
Twelve studies collected feedback on the user experience, usability and/or acceptance of the gamified
learning activities. Most studies (n = 9) reported positive student perceptions, noting that the game
elements were easy to use, enjoyable, and beneficial for learning [
          <xref ref-type="bibr" rid="ref12 ref19 ref20 ref23">19, 20, 12, 23</xref>
          ]. A few studies identified
some negative perceptions, such as gamification feeling gimmicky or distracting from core content
[
          <xref ref-type="bibr" rid="ref11 ref21">21, 11</xref>
          ].
        </p>
        <p>The mixed findings and reliance on unvalidated survey measures resulted in a low certainty of
evidence rating.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Reporting biases</title>
        <p>We found no evidence of selective non-reporting of results in the included studies based on comparisons
of published reports or early study abstracts. An assessment of publication bias was not feasible.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Certainty of evidence</title>
        <p>The GRADE summary of findings for each outcome is presented in table 2. The certainty of evidence
was rated as low or very low for all outcomes, meaning that the true efects may be substantially
diferent from the estimates in this review. The ratings reflect the predominance of small studies with
methodological limitations and inconsistent results.
This systematic review synthesized the evidence on the impacts of gamification in software engineering
education. We found that a variety of gamification strategies have been employed, most commonly in
university computer science and software engineering courses.</p>
        <p>The impacts of gamification on student learning remain uncertain based on the current evidence,
with a low certainty rating. While most studies reported positive efects, they were often small in
magnitude with wide confidence intervals overlapping with no efect. The heterogeneity in efects may
reflect diferences in the specific gamification designs, target competencies, and educational contexts
across studies. Our exploratory subgroup analyses suggested potential diferential efects between types
of gamification approaches, with serious games showing hints of greater impact than gamification
plug-ins and platforms, but the diferences were not statistically significant. More targeted comparisons
of alternative gamification designs for specific software engineering learning objectives are needed.</p>
        <p>The efects on student engagement and motivation were more consistently positive according to
student perceptions and qualitative observations, but the evidence was of very low certainty due to
the lack of rigorous, controlled evaluations. Similarly, most studies reported positive user experiences
and acceptance of gamified learning activities, but the measurements relied on unvalidated survey
a Downgraded for risk of bias
b Downgraded for inconsistency
c Downgraded for indirectness</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <sec id="sec-4-1">
        <title>4.1. Interpretation</title>
        <sec id="sec-4-1-1">
          <title>Studies</title>
          <p>(participants)
instruments. Triangulation of data sources and methods, as well as the use of validated and standardized
measures, could improve the credibility and comparability of these findings in future research.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Limitations of evidence</title>
        <p>The main limitations of the evidence in this review stem from the predominance of small-scale,
uncontrolled studies with serious methodological issues related to confounding, selection bias, and
measurement validity. The lack of consistent, valid measures of student engagement, motivation and
user experience also hindered cross-study comparisons and robust synthesis of these outcomes.</p>
        <p>Additionally, the diversity in gamification approaches, software engineering topics, and educational
contexts introduced substantial clinical and methodological heterogeneity, making it dificult to draw
ifrm conclusions about the efectiveness and boundary conditions of gamification as a general strategy.
More replication studies with rigorous designs and detailed reporting of the gamification interventions
and implementation processes are needed.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Limitations of review processes</title>
        <p>This review had several strengths including a pre-registered protocol, comprehensive search, duplicate
screening and data extraction, and adherence to current methodological standards for synthesis and
reporting. However, some limitations should be noted.</p>
        <p>First, we may have missed some relevant studies due to the fast-moving nature of the gamification
research and the challenges in identifying and retrieving studies from computer science education
venues. Second, the lack of consistent terminology and reporting of gamification interventions made
it dificult to apply inclusion criteria and characterize the interventions consistently. Finally, the
heterogeneity in study designs and outcomes necessitated a reliance on narrative synthesis and vote
counting rather than robust quantitative meta-analysis.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Implications</title>
        <p>The findings of this review suggest that gamification is a promising but unproven approach for
enhancing software engineering education. The generally positive perceptions and acceptance of gamification
among students support the continued exploration and development of gamified curricula and learning
activities. However, educators and researchers should be cautious about overgeneralizing the
efectiveness of gamification and carefully consider how specific gamification strategies align with learning
objectives and contexts.</p>
        <p>Some practical implications for the design and implementation of gamification in software engineering
courses include:
• Matching game elements and dynamics to the target software engineering competencies and
processes
• Aligning gamification with evidence-based pedagogical principles and instructional design models
• Balancing extrinsic rewards and intrinsic motivation so that gamification does not undermine
learning
• Engaging students as co-creators in the design and customization of gamification experiences
• Planning for the resources and support needed to implement gamification with fidelity and
overcome technical, logistical, and cultural barriers</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>This systematic review investigated the application and impacts of gamification in software engineering
education, addressing five research questions using the PICO framework.</p>
      <p>Regarding the educational contexts where gamification has been applied (RQ1), we found that the
majority of studies were conducted in university computer science or software engineering courses,
with a few studies targeting professional training contexts.</p>
      <p>The most common gamification approaches (RQ2) were serious games, gamification plug-ins for
learning management systems, and custom gamification platforms developed by researchers. Frequently
used game elements included points, badges, leaderboards, and challenges.</p>
      <p>In terms of the software engineering knowledge areas and skills targeted by gamification interventions
(RQ3), the primary focus areas were software design, software testing, and software processes.</p>
      <p>The comparison of gamification to non-gamified instruction (RQ4) was limited, with only seven
studies directly comparing the two approaches. Five of these studies found significant positive efects
on at least one outcome in favor of gamification, while two studies found no significant diferences.</p>
      <p>Regarding the impacts of gamification on various outcomes (RQ5), the evidence suggests small
positive efects on learning outcomes, but with low certainty due to methodological limitations and
inconsistency across studies. The efects on student engagement and motivation were more consistently
positive based on student perceptions and qualitative observations, but the certainty of evidence was
very low. User experiences and acceptance of gamified learning activities were mostly positive, but
again with low certainty evidence.</p>
      <p>This systematic review found that gamification is an increasingly popular but still under-researched
approach for enhancing software engineering education. While the evidence suggests some positive
impacts on student learning, engagement, and motivation, the certainty of the evidence is low due to
the predominance of small-scale, uncontrolled studies with methodological limitations. More rigorous,
theory-driven studies are needed to identify efective gamification strategies for specific software
engineering learning objectives and contexts.</p>
      <p>To realize the potential of gamification to transform software engineering education, future research
and practice should focus on aligning gamification designs with evidence-based pedagogical principles,
carefully considering the target competencies and learning contexts, and engaging students as
cocreators in the gamification process. Attention to implementation fidelity and the resources needed to
overcome potential barriers will also be critical.</p>
    </sec>
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