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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using Gamification for Teaching UML in Information System Design Course</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mantas Jurgelaitis</string-name>
          <email>mantas.jurgelaitis@ktu.lt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lina Čeponienė</string-name>
          <email>lina.ceponiene@ktu.lt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vaidotas Drungilas</string-name>
          <email>vaidotas.drungilas@ktu.lt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Deparment of Information Systems, Kaunas University of Technology, Informatics faculty</institution>
          ,
          <addr-line>Kaunas</addr-line>
          ,
          <country country="LT">Lithuania</country>
        </aff>
      </contrib-group>
      <fpage>88</fpage>
      <lpage>94</lpage>
      <abstract>
        <p>-Nowadays the practice of introducing gamification into areas such as education became quite popular. In this paper, we are examining the effects of applying gamification into the process of teaching the Information System design using Unified Modelling Language. In gamified UML course, we focused on introducing such game elements as points, levels, badges, leaderboard, and bonuses into the teaching process. Students' activities during the course were logged and later analyzed. During analysis a positive influence on the student grades was observed. Moreover, a positive effect was noticed on the student intrinsic motivation.</p>
      </abstract>
      <kwd-group>
        <kwd>gamification</kwd>
        <kwd>education</kwd>
        <kwd>UML</kwd>
        <kwd>RUP</kwd>
        <kwd>modelling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Gamification is described as a practice of using game
elements in a context, which has no direct association with
games [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Recently the practice of introducing gamification into
areas such as education, sales, banking, customer loyalty
programmes etc. became quite popular [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Various degrees of
success in applying gamification in education are observed as
gamification provides common structure for motivating and
engaging students into the learning process [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        In this paper we are analyzing the process of applying
gamification into the process of teaching the information system
design using Unified Modelling Language (UML) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        UML provides a standard for visualizing and specifying the
design of software systems and is commonly used during the
software engineering process [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. UML notation is
introduced and taught in various higher education institutions [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>UML is a graphical notation which enables modelling
software engineering concepts represented in structure and
behavior diagrams. These diagrams are taught during the course
for undergraduate students in Kaunas University of Technology
Informatics faculty’s curated study programmes. Students are
tasked in preparing specification and documentation for
software projects.</p>
      <p>
        Other higher education institutions also often use UML in
their software engineering courses’ curriculum [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
      </p>
    </sec>
    <sec id="sec-2">
      <title>Copyright held by the author(s).</title>
      <p>
        [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Some courses try to automate the process of teaching and
evaluating students, although for now this automation covers
just two out of fourteen UML diagrams [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Other courses use
UML class and sequence diagrams as tools in improving student
comprehension of software code [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>In Kaunas University of Technology Information Systems
Design course fourth year undergraduate students are
extensively taught of using UML in object-oriented
development of Information Systems. The course encompasses
a broad range of UML diagrams and their uses in requirements
engineering, design and implementation of Information
Systems.</p>
      <p>
        Unified Modelling Language provides only the notation for
describing visual models but does not define the process and
context of using these models. Many software engineering
processes exist, but the one used in this course is Rational
Unified Process (RUP) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. RUP is use case driven, iterative
development framework, which helps to mitigate risk, defines
easily visible progress, provides early feedback and helps
managing software projects of varied complexity [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Student’s motivation and engagement play a huge role in the
teaching process, many of the students tend to lose their
motivation and thus the quality of teaching diminishes. To
combat this problem and to increase student engagement into the
learning process an idea of gamifying the Information System
Design course was proposed. When applied correctly,
gamification tends to increase motivation, helps to engage
students [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Unfortunately, no gamified courses or tools for
teaching UML were found.
      </p>
      <p>At the start of 2017 autumn semester student were invited to
participate in the gamified course. Students’ activities during the
course were logged and later analyzed. Results show that
gamification had a positive effect on student grades. In addition
to the logged data, students were surveyed measuring their
intrinsic motivation. Surveys’ results indicate that students’
intrinsic motivation increased, provided they used the gamified
system regularly.</p>
      <p>The rest of the paper is organized as follows. The second
section analyzes related work in the area of applying
gamification in education. The third section presents the
proposed methodology for gamifying Information System
Design course, course structure and its implementation in
Moodle learning management platform. The fourth section is
dedicated to analyzing the results of application of the gamified
course in practice. The last section overviews the paper, outlines
the major outcomes and provides a glimpse into future research
ideas and upcoming planned tasks.</p>
    </sec>
    <sec id="sec-3">
      <title>II. RELATED WORK</title>
      <p>
        Gamification in education helps to enhance courses in order
to increase user engagement, productivity and motivation [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Gamifying the educational material improves
comprehension of difficult topics and helps to better understand
area such as software engineering [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. There exists a number of
case studies on applying gamification in education that had
direct ties with software engineering, but not with applying
UML. The case studies gamified course themes ranged from C
programming [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], Service Oriented Architecture [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] to
national budget forecasting [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        The case study presented on Gamification for Engaging
Computer Science Students in Learning Activities [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] tried to
measure the effectiveness of gamified C programming language
teaching platform Q-Learning-G and student engagement into
the process. The authors of the study analyzed what kind of
learning activities are the most attractive to students.
      </p>
      <p>
        The research by Buckley and Doyle [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] focused on finding
out whether the gamification has any positive effect on student
motivation. They used the gamification for introducing the
national tax system. The results of this study show that
gamification has the bigger effect on students that are already
inherently motivated.
      </p>
      <p>
        The research on Gamification in Higher Education [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] tried
to determine whether gamification has any positive results for
student development. The authors tried to discover the most
effective gamification methods or elements. The case study had
a sample size of 62 graduate students in four different groups.
Two groups were taught in a traditional course, and other two
were taught using gamification elements like points, badges and
leaderboards.
      </p>
      <p>
        A case study on The Gamification Model for E-Learning
Participants Engagement [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] performed by Kaunas University
of Technology Informatics faculty developed an online system
for teaching programming. The online system was intended for
secondary school students. The system was developed on the
proposed gamification model and with a goal of confirming the
model’s validity for usage in an educational context.
      </p>
      <p>Although no gamified courses for teaching UML were
found, it is clear that the principles and methods used in the
aforementioned case studies could successfully be applied to the
gamification of Information System Design course.</p>
      <p>
        In order to test the gamification effect on students
researchers tend to formulate hypotheses [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] or outline
goals [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Other authors formulate questions or problems
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Our research would also benefit from outlining a goal,
which would determine whether motivation and engagement of
students increases with the implementation of gamification.
      </p>
      <p>
        Reviewed case studies mostly consisted of applying such
game elements as badges [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], levels and point
gathering for raising levels [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Thus, environment is
required, which gives instant feedback and tangible results for
students’ activities. In various degree of success, leaderboards
were used [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. This helped to facilitate
competition among students and enable comparing personal
results that of their peers. Additionally some studies used virtual
currency for trading between users (one for forecasting changes
in market and maximizing the profits of transaction [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], the
other for unlocking further tasks and activities [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]).
      </p>
      <p>
        Authors of [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] used questionnaires to measure the
effects of gamification as well as analyzed system data, for the
confirming the proposed hypotheses. The questionnaires were
conducted twice, before the start and after the completion of the
gamified courses [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In all cases, the most common used
method of data gathering was the platform itself [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
Other authors [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] compared the results of two different group
sets for determining the effects of gamification.
      </p>
      <p>
        After reviewing the relevant case studies, it was determined
that the most common and effective gamification elements are
points, levels and badges and these elements should be applied
in the proposed gamified Information System Design Course.
The gamified course should also include a leaderboard. During
the gamified course, at least two surveys should be executed. An
Intrinsic Motivation Inventory scale [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] was found for
measuring student intrinsic motivation and is suitable for
preparing the questionnaires. Additionally, students’ gamified
Information System Design course usage should be logged, as it
can provide a different perspective for finding insights on the
gamified course. These insights could later help to improve the
course. It is also important to outline a clear measurable goal for
easier confirmation.
      </p>
    </sec>
    <sec id="sec-4">
      <title>III. PROPOSED METHODOLOGY FOR GAMIFYING THE</title>
      <p>INFORMATION SYSTEM DESIGN COURSE</p>
      <p>The goal of our research was to increase student motivation
and engagement into the learning process in Information System
Design course. A relevant way to attain the set goal is to gamify
the course by implementing some game elements into the course
curriculum and teaching process.</p>
      <p>In gamified UML course, we focused on introducing such
game elements as points, levels and badges into the teaching
process. In order to encourage the competition among students,
a leaderboard was introduced. However, we decided not to focus
on grade bonuses for rewarding students, and instead to use the
complete example UML models for the upcoming laboratory
practical works as bonuses.</p>
      <p>
        During the analysis of the teaching material of existing
course, it became clear that some restructuring of the material
itself was required in order to facilitate the gamifying process. A
new course structure was proposed to include levels and points,
which would help to guide students through the learning process.
We based the structure of the course on the Rational Unified
Process disciplines and diagrams used in this process. Rational
Unified Process disciplines like business modeling,
requirements, requirement analysis and design, implementation
and deployment provide developers a clear platform on which to
build their project [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>Levels and points would not only provide structure, but also
engage students, by giving them an instantaneous feedback on
the result of the tasks. Levels and points serve two purposes –
guiding student behavior and giving student feedback at any
point in time, signaling the students’ progress. At any point
when the student completes a task, he would be rewarded with
points. Achieving the base level of completion additionally
would reward a student as well.</p>
      <p>With levels and points, badges were also introduced into the
course. Students would receive a badge at any point when they
would level up in the course.</p>
      <p>Lastly, we decided that students should also be able to
receive some useful rewards, like example UML models. Such
items would be used for increasing student motivation as
external motivators.</p>
      <sec id="sec-4-1">
        <title>A. The contents of Information System Design course</title>
        <p>During the base course curriculum, students were taught of
eight UML diagrams out of total fourteen, and their various
application in software engineering process based on Rational
Unified Process (RUP).</p>
        <p>The set of UML diagrams used in this course includes class
diagram, use case diagram, state machine diagram, activity
diagram, package diagram, robustness diagram (specific for
RUP), sequence diagram, component diagram and deployment
diagram.</p>
        <p>Class diagram is used to describe domain entities, their
structure and relations. State machine is used to represent entity
lifecycle’s states and transitions between them. Use case
diagram is used to represent system functional requirements,
system users as actors and their relations with designed systems
use cases. Activity diagram is used to specify use case scenarios,
by defining system and user interaction in the most abstract way
possible. Package diagram presents the initial logical
architecture of the system under development. Robustness
diagram is a stereotyped communication diagram used for
robustness analysis. It is used to fill the gap between system
requirement analysis and design steps. After the class definition
in robustness diagram, sequence diagram is used to specify the
interaction between system objects and the external actors. The
basic logic of sequence diagram is supposed to correspond to the
use case scenarios in the previously defined use case activity
diagrams. Component diagram is used to define system
components that are later realized by previously defined class
objects. This diagram also represents component manifestation
by artifacts. And lastly deployment diagram is used to define the
system physical architecture and its artifacts’ distribution inside
various nodes, such as devices, execution environments and so
on.</p>
        <p>The course curriculum is based not only on the UML
diagram notation, but also on the Rational Unified Process
disciplines and their respective requirements. Business
modelling is used to define goals. Business analysis provides
opportunities to determine possible enterprise process
improvements. Requirements discipline provides framework for
identifying and describing application functional requirements
(such as use cases). Design discipline encapsulates all aspects of
design, including but not limited to architecture, objects, classes,
databases. Other disciplines such as implementation, test and
deployment are only partly covered the curriculum scope by
several diagrams, as these disciplines deal more with actual
programming, building and realization of the application and is
not the focus of the course curriculum.</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. The proposed structure of the gamified course</title>
        <p>Based on the course curriculum, ten levels were introduced
into a course. Five for teaching the basics of UML diagrams’
syntax and five for teaching the semantics, and their usage in
RUP. The course progression was locked behind the levels and
structured in such a way that the student would not be
overwhelmed with vast amount of information from the get-go.
Student at the start only had access to a few resources and only
after achieving some levels the course would open up.</p>
        <p>Syntax levels in the gamified course were divided by
diagrams and for each diagram a task was designed. Use case
and activity diagrams were described in the first syntax level, in
the second syntax level class and state machine diagram were
introduced. Third syntax level consisted only of robustness
diagram. Fourth syntax level introduced class diagram elements,
previously not explored in second level and sequence diagram.
And lastly fifth syntax level consisted of component and
deployment diagrams. A total of 97 questions were created to
test student knowledge on the UML diagram syntax.</p>
        <p>Other five levels for teaching the semantics of UML
diagrams were based on the Rational Unified Process
engineering disciplines. Business modelling for the first
semantics level, requirements for the second, analysis and
design for the third, implementation for the fourth and lastly fifth
for deployment. The course did not include test discipline as it
falls outside the course curriculum scope.</p>
        <p>Level order was chosen based on the curriculum material as
well as introducing diagrams based on their role and usage in the
RUP lifecycle and its respective system model. Each level is
composed of at least one test and lecture material for the
corresponding topic.</p>
        <p>The very first level was business modeling which had one
test, which introduced business modeling and RUP business
profile stereotypes and their usage. After achieving, the passable
result students could access the example UML models. Second
level presented tasks for the most common UML diagrams, class
(attributes, classes and relations) and use case diagram (actors,
use cases and relations). The third level was composed of state
machine diagram and its elements states, pseudo states and
transitions, as well as activity diagram and its elements – actions,
objects, flows, nodes and partitions. The fourth level had tasks,
which outlined the use of previously introduced diagrams and
their adoption in RUP requirements discipline model.
Completing this level unlocked access to the second example of
UML model. The fifth level introduced robustness diagram for
class syntax with specific stereotypes. The sixth level dealt with
object-oriented analysis and design step in RUP discipline
process. The seventh level introduced sequence diagram and its
elements – lifelines, fragments and messages, as well as class
diagrams with previously not analyzed elements such as
operations, interfaces and specific relations between them. The
eight level introduced implementation discipline and its place in
the UML system model. The ninth level introduced component
and deployment elements – components, artifacts, nodes and
relations between them. Once the ninth level was completed,
students gained access to the complete example UML models.
Lastly, the tenth level described deployment discipline and
diagrams used in this discipline and their semantics.</p>
      </sec>
      <sec id="sec-4-3">
        <title>C. Implementation of the proposed course structure</title>
        <p>
          Learning management platform Moodle [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] was chosen for
the implementation of the proposed methodology because of the
extensiveness and adaptability of the platform.
        </p>
        <p>A Moodle course (Fig. 1) was created where the designed
model of levels was implemented, and 230 test questions were
created to check student knowledge on the UML diagrams
syntax or semantics.</p>
        <p>In syntax levels, nine tasks were created for each diagram
type. Each diagram task consisted of test. Each time while
attempting the task, student received a grade, which if passed
awarded student 100 points only once. Under no circumstances,
students’ failure was meant withholding the award. In case of
failure, students were awarded only for attempting the task. The
example of the Moodle test, used in the course is presented in
Fig. 2.</p>
        <p>In addition to the nine tasks for syntax, five tasks were
created for semantics levels. Each semantics task was worth 200
points. Like in the syntax levels, students were only awarded full
points once, when meeting the passable requirements for the
task.</p>
        <p>Additionally, students who were able to reach passable grade
in semantics levels 1, 2 and 4 were rewarded with example UML
models.</p>
        <p>
          As basic Moodle environment does not have the
functionality for awarding points based on task results, and
levels. A plugin [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] was used to implement levels and the
handing out of points. The plugin also included a leaderboard for
rating the students based on their level and earned points (Fig.
3).
        </p>
        <p>
          A plugin Level UP! [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] was used to implement the required
changes for gamification of the course. During the course
implementation, the plugin was adapted to work seamlessly with
Lithuanian language, as the course curriculum material and
language of instruction is Lithuanian.
        </p>
        <p>The proposed course structure was implemented by locking
contents based on student level. The maximum attainable points
of the levels tasks’ determined each level point requirements.</p>
        <p>Overall, the syntax levels had a set of 129 questions.
Respectively each diagram task had the set of ten questions,
except for the robustness diagram as it had five.</p>
        <p>Likewise, the semantics levels were composed of 97
questions over all five tasks. Business modeling task had ten
questions of the available 23. Requirement task had 16 questions
out of the 34 available questions set. Requirement analysis task
had 5 questions out of 10 available. Implementation/ Design task
had 8 questions out of 15 available. Lastly, the deployment task
had 6 displayed question in a task, out of the 15 questions set.</p>
        <p>The implemented course consisted of 10 levels, in total of
2300 (Fig. 4) required points to achieve the maximum level,
leaderboard, badges, structured curriculum content and
additional rewards like example UML models.</p>
        <p>The proposed changes to the course were successfully
implemented into a local Moodle platform used by Kaunas
University of Technology Informatics faculty. A question bank
of 230 questions was created, ten levels for structuring the
material, a leaderboard, example UML model rewards and 13
tasks were effectively put into practice.</p>
        <p>IV. RESULTS OF EXPERIMENT PERFORMED USING THE GAMIFIED</p>
        <p>COURSE
A.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Experiment environment setting</title>
        <p>At the start of semester in autumn 2017 students were invited
to partake in a gamified course for the duration of the whole
semester. A total of 27 students were added to the Moodle course
on September 21st.</p>
        <p>
          Students were also asked to provide responses to the
questionnaire based on the IMI scale [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. In order to assess the
base group level of intrinsic motivation a 17 question
questionnaire was created. In total two questionnaires were
prepared, one to measure the base level of motivation, the other
to assess the level of student motivation during the gamified
course.
        </p>
        <p>The first questionnaire was available from the September 28,
a week after the student introduction into the course. 22 students
completed the first questionnaire.</p>
        <p>The second questionnaire became available after the final
exam of the course, on the 15 of January, 2018. 18 students
completed the second questionnaire. Respectively each question
in the second questionnaire directly corresponded to the question
from the first questionnaire (e.g. “I enjoy studying” in the first
questionnaire and “I enjoyed doing activities in the gamified
course” in the second questionnaire). Both questionnaires were
anonymous, and the collected results were calculated based on
the averages.</p>
        <p>Students participated in the gamified course activities mostly
from October 2017 to January 2018, as of writing this paper the
last visit by a student was made on 22nd of January.</p>
      </sec>
      <sec id="sec-4-5">
        <title>B. Analysis of experiment data</title>
        <p>For determining the experiment results, an exploratory data
analysis was performed for the data compiled during the
experiment. The data from Moodle platform was used, as it
provides extensive reports for user participation in the courses.</p>
        <p>In addition to the exploratory data analysis, two
questionaries’ results were compiled to measure the intrinsic
motivation of the student group. The questionnaire was
anonymous, and results are based on the averages. Each question
is grouped by a type which the question measures. These types
can be used to determine not only the intrinsic motivation but
also aspects that have effect on motivation in general. IMI scale
supplies seven question group types. Any survey can be tailored
to meet the specific needs of the study. For the experiment four
group types were selected – interest/enjoyment, perceived
competence, effort/importance and value/usefulness.</p>
        <p>An additional question was introduced into the
questionnaire, where gamified course was evaluated. The
question asked to specify the frequency of students activity in
the gamified course.</p>
        <p>By comparing the data, we can see that students who did not
use the gamified course, had much lower intrinsic motivation
results except for the interest/enjoyment group (Fig. 5). This
could mean that students were interested in the idea of
gamification, but were not attracted enough to participate in the
course.</p>
        <p>For the students, who used the gamified course less than
once a month, results indicate that student motivation increased
in all levels comparing to the base student level, except for the
third question type, which measures perceived competence (Fig.
6). This could mean that students feel that the questions were too
difficult and should be simplified for the gamified course.</p>
        <p>In addition, the last response group, which say that they used
the gamified UML course at least once per month or more
frequently, have even more favorable results (Fig. 7). The
responses of students, which used the gamified course regularly,
indicate that the motivation increased across all measured
aspects.</p>
        <p>Lastly comparing the overall results (Fig. 8), we can see that
the students’ general intrinsic motivation increases with the
frequency of activity in the gamified UML course.</p>
        <p>Additionally, student results were compared to evaluate
gamified UML course effect on students’ grades (Fig. 9). Two
sets of data were compiled. The first set consisted of the students
grades for the 2016 course, during which students did not use or
had access to the gamified material. The second set
encompassed students’ grades for 2017 course, where students
were able to use gamified Information System Design course.
The grades are represented as follows: for the test, which is the
quiz evaluating student theory knowledge of UML; for the
exam, which consists of the test and a practical task for creating
an UML model with CASE tool; the suggested grade, which
student earns during the semester; and the final grade, which is
the final grade of the course.</p>
        <p>Traditional and gamified courses were organized to take
place in parallel. Student participation in gamified course was
voluntary and students were not offered any other incentives
except for rewards in the gamified course such as practical work
examples. The complied data includes all students regardless of
the fact whether they used gamified course or not. The averages
are being compared to previous year of 2016 students’ grade
averages, who did not have access to gamified course.</p>
        <p>It is clear that students’ results in test portion increased
drastically around 0.8 point on average, more than 10 percent.
Other results do not show any dramatic change and therefore
could not be attributed as the effect of gamified UML course.
Although other three group results exhibit an overall small
positive change.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>V. CONCLUSIONS AND FUTURE WORK</title>
      <p>Most of the studies that we have analyzed, place their focus
mostly on gamifying the learning material to improve the
understanding and student engagement. The case study
described in this paper aims to engage students and attempts to
increase student motivation. We have proposed the structure of
the gamified course, the required gamification elements and
implemented the proposed course in Moodle platform. The
experiment was carried out during 2017 autumn semester, which
had 27 participating students in the gamified course. While
analyzing the results gathered during the experiment, a positive
influence is observed on the student grades. A marginal
difference is recognized in the student intrinsic motivation.</p>
      <p>Though we have to admit, that the results are inconclusive,
because of the small sample of participants. For that reason, we
plan on having a second round of the experiment. The new
experiment will have a larger sample size and would be using an
improved version of the same course. In order to better
understand the gamification effects on the student motivation,
more gamification elements will be introduced into the second
iteration of the course. According to the feedback from the first
experiment, the reducing of requirements for passing the task
and the larger sets of questions will be included as well.</p>
      <p>Available:</p>
    </sec>
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