Negative effects of gamification in education software: Systematic mapping and practitioner perceptions
While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding of these effects is needed. To provide a comprehensive overview on research reporting negative effects of game design elements and to provide insights into t...
Saved in:
Published in | Information and software technology Vol. 156; p. 107142 |
---|---|
Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Elsevier B.V
01.04.2023
|
Subjects | |
Online Access | Get full text |
ISSN | 0950-5849 1873-6025 |
DOI | 10.1016/j.infsof.2022.107142 |
Cover
Abstract | While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding of these effects is needed.
To provide a comprehensive overview on research reporting negative effects of game design elements and to provide insights into the awareness of developers on these effects and into how they could be considered in practice.
We conducted a systematic mapping study of the negative effects of game design elements on education/learning systems. We also held a focus group discussion with developers of a gamified software, discussing the mapping study results with regard to their awareness and perceptions on the reported negative effects in practice.
The mapping study revealed 87 papers reporting undesired effects of game design elements. We found that badges, leaderboards, competitions, and points are the game design elements most often reported as causing negative effects. The most cited negative effects were lack of effect, worsened performance, motivational issues, lack of understanding, and irrelevance. The ethical issues of gaming the system and cheating were also often reported. As part of our results, we map the relations between game design elements and the negative effects that they may cause. The focus group revealed that developers were not aware of many of the possible negative effects and that they consider this type of information useful. The discussion revealed their agreement on some of those potential negative effects and also some positive counterparts.
Gamification, when properly applied, can have positive effects on education/learning software. However, gamified software is also prone to generate harmful effects. Revealing and discussing potentially negative effects can help to make more informed decisions considering their trade-off with respect to the expected benefits. |
---|---|
AbstractList | While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding of these effects is needed.
To provide a comprehensive overview on research reporting negative effects of game design elements and to provide insights into the awareness of developers on these effects and into how they could be considered in practice.
We conducted a systematic mapping study of the negative effects of game design elements on education/learning systems. We also held a focus group discussion with developers of a gamified software, discussing the mapping study results with regard to their awareness and perceptions on the reported negative effects in practice.
The mapping study revealed 87 papers reporting undesired effects of game design elements. We found that badges, leaderboards, competitions, and points are the game design elements most often reported as causing negative effects. The most cited negative effects were lack of effect, worsened performance, motivational issues, lack of understanding, and irrelevance. The ethical issues of gaming the system and cheating were also often reported. As part of our results, we map the relations between game design elements and the negative effects that they may cause. The focus group revealed that developers were not aware of many of the possible negative effects and that they consider this type of information useful. The discussion revealed their agreement on some of those potential negative effects and also some positive counterparts.
Gamification, when properly applied, can have positive effects on education/learning software. However, gamified software is also prone to generate harmful effects. Revealing and discussing potentially negative effects can help to make more informed decisions considering their trade-off with respect to the expected benefits. |
ArticleNumber | 107142 |
Author | Uchôa, Anderson Feijó, Bruno Kalinowski, Marcos Almeida, Cláuvin |
Author_xml | – sequence: 1 givenname: Cláuvin orcidid: 0000-0002-2033-0352 surname: Almeida fullname: Almeida, Cláuvin email: almeidaclauvin@gmail.com organization: Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil – sequence: 2 givenname: Marcos surname: Kalinowski fullname: Kalinowski, Marcos email: kalinowski@inf.puc-rio.br organization: Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil – sequence: 3 givenname: Anderson surname: Uchôa fullname: Uchôa, Anderson email: andersonuchoa@ufc.br organization: Federal University of Ceará (UFC), Itapajé, Brazil – sequence: 4 givenname: Bruno surname: Feijó fullname: Feijó, Bruno email: bfeijo@inf.puc-rio.br organization: Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil |
BookMark | eNqFkMtOwzAQRS1UJNrCH7DwD6SM7TiPLpBQxUuqYAGsLdcZR67aJLJDUf8eh3TFAlajuTN3HmdGJk3bICHXDBYMWHazXbjGhtYuOHAepZyl_IxMWZGLJAMuJ2QKpYREFml5QWYhbAFYDgKmpH7BWvfugBStRdMH2lpa672zzkS9bahrKFafpyQu6b-0xyV9O4Ye91E1dK-7zjU11U1FO69N74Ze9LRDb7AbknBJzq3eBbw6xTn5eLh_Xz0l69fH59XdOjECsj6xVZbm8WTQJS9zKTbCpBsD1mAhDJcyzVkJWgpAmUoJyFNjuWU8FqDKikLMSTrONb4NwaNVnXd77Y-KgRpgqa0aYakBlhphRdvyl824_ufl3mu3-898O5oxPnZw6FUwDhuDlfMRqapa9_eAb-xxi2I |
CitedBy_id | crossref_primary_10_35575_rvucn_n74a7 crossref_primary_10_3390_info15020081 crossref_primary_10_1080_10494820_2023_2209791 crossref_primary_10_58763_rc202397 crossref_primary_10_1002_smr_2704 crossref_primary_10_17853_1994_5639_2025_3_54_84 crossref_primary_10_1016_j_compedu_2024_105196 crossref_primary_10_1080_10447318_2024_2446498 crossref_primary_10_3390_su152015043 crossref_primary_10_1016_j_jecp_2024_106169 crossref_primary_10_3390_educsci13100984 crossref_primary_10_1007_s44217_023_00069_4 crossref_primary_10_1016_j_compedu_2024_105000 crossref_primary_10_69569_jip_2024_0480 crossref_primary_10_5753_jbcs_2024_4310 crossref_primary_10_1111_bjet_13471 |
Cites_doi | 10.1016/j.jss.2018.03.065 10.1145/3019612.3019752 10.1007/s10639-013-9291-7 10.1016/j.ijhcs.2018.04.009 10.1145/3167132.3167347 10.1109/HICSS.2014.377 10.1007/s12528-019-09228-9 10.1016/j.ijhcs.2021.102674 10.1016/j.chb.2016.08.050 10.1007/s10459-010-9222-y 10.24251/HICSS.2017.244 10.1016/j.ijhcs.2018.11.007 10.1109/RCIS.2017.7956544 10.1016/j.jss.2020.110607 10.1007/978-3-319-08234-9_138-1 10.1016/j.infsof.2015.03.007 10.1145/3033701.3033715 10.1108/EOR-06-2023-0008 10.4103/tcmj.tcmj_5_19 10.1111/jcal.12254 10.1016/j.compedu.2012.12.020 10.1016/j.jbusres.2020.08.032 10.1016/j.compedu.2018.07.009 10.24251/HICSS.2017.155 10.1016/j.infsof.2020.106366 10.17083/ijsg.v7i4.356 10.3390/su12093801 10.1109/FIE.2017.8190500 10.2307/249008 10.1016/j.ijhcs.2018.09.004 10.1016/j.ijhcs.2018.09.003 10.1145/2695664.2695752 10.1177/1049732318782167 10.1016/j.compedu.2017.08.005 10.1016/j.invent.2016.10.002 10.1109/32.6156 10.1007/s12528-017-9150-4 10.1007/s10664-016-9451-7 10.3389/fpsyg.2019.02468 10.1016/j.compedu.2014.01.012 10.1016/j.compedu.2014.08.019 10.1016/j.compedu.2014.12.012 10.1016/j.compedu.2015.04.011 10.1007/s10664-016-9469-x 10.1145/2691352.2691353 10.1242/dmm.015123 10.1177/0735633118797330 10.3390/info11050249 10.1016/j.ijhcs.2014.09.006 10.1016/j.infsof.2020.106294 |
ContentType | Journal Article |
Copyright | 2022 Elsevier B.V. |
Copyright_xml | – notice: 2022 Elsevier B.V. |
DBID | AAYXX CITATION |
DOI | 10.1016/j.infsof.2022.107142 |
DatabaseName | CrossRef |
DatabaseTitle | CrossRef |
DatabaseTitleList | |
DeliveryMethod | fulltext_linktorsrc |
Discipline | Education Business |
EISSN | 1873-6025 |
ExternalDocumentID | 10_1016_j_infsof_2022_107142 S0950584922002518 |
GroupedDBID | --K --M -~X .DC .~1 0R~ 1B1 1~. 1~5 29I 4.4 457 4G. 5GY 5VS 7-5 71M 77K 8P~ 9JN AABNK AACTN AAEDT AAEDW AAIAV AAIKJ AAKOC AALRI AAOAW AAQFI AAQXK AAXUO AAYFN AAYOK ABBOA ABFNM ABFRF ABJNI ABMAC ABTAH ABXDB ABYKQ ACDAQ ACGFO ACGFS ACGOD ACNNM ACRLP ACZNC ADBBV ADEZE ADJOM ADMUD AEBSH AEFWE AEKER AENEX AFKWA AFTJW AGHFR AGUBO AGYEJ AHHHB AHZHX AIALX AIEXJ AIKHN AITUG AJBFU AJOXV ALMA_UNASSIGNED_HOLDINGS AMFUW AMRAJ AOUOD ASPBG AVWKF AXJTR AZFZN BKOJK BKOMP BLXMC CS3 DU5 EBS EFJIC EFLBG EJD EO8 EO9 EP2 EP3 FDB FEDTE FGOYB FIRID FNPLU FYGXN G-Q G8K GBLVA GBOLZ HLZ HVGLF HZ~ IHE J1W KOM LG9 M41 MO0 MS~ N9A O-L O9- OAUVE OZT P-8 P-9 P2P PC. PQQKQ Q38 R2- RIG ROL RPZ SBC SDF SDG SDP SES SEW SPC SPCBC SSV SSZ T5K TWZ UHS UNMZH WH7 WUQ XFK ZY4 ~G- AATTM AAXKI AAYWO AAYXX ABDPE ABWVN ACRPL ACVFH ADCNI ADNMO AEIPS AEUPX AFJKZ AFPUW AFXIZ AGCQF AGQPQ AGRNS AIGII AIIUN AKBMS AKRWK AKYEP ANKPU APXCP BNPGV CITATION SSH |
ID | FETCH-LOGICAL-c306t-fd6476020a929753b3c4bc0fce83c25547190a530e54550e24cf2f125470d6883 |
IEDL.DBID | AIKHN |
ISSN | 0950-5849 |
IngestDate | Tue Jul 01 02:22:05 EDT 2025 Thu Apr 24 22:53:43 EDT 2025 Fri Feb 23 02:38:09 EST 2024 |
IsPeerReviewed | true |
IsScholarly | true |
Keywords | Learning Education Systematic mapping Negative effects Snowballing Gamification Focus group |
Language | English |
LinkModel | DirectLink |
MergedId | FETCHMERGED-LOGICAL-c306t-fd6476020a929753b3c4bc0fce83c25547190a530e54550e24cf2f125470d6883 |
ORCID | 0000-0002-2033-0352 |
ParticipantIDs | crossref_primary_10_1016_j_infsof_2022_107142 crossref_citationtrail_10_1016_j_infsof_2022_107142 elsevier_sciencedirect_doi_10_1016_j_infsof_2022_107142 |
ProviderPackageCode | CITATION AAYXX |
PublicationCentury | 2000 |
PublicationDate | April 2023 2023-04-00 |
PublicationDateYYYYMMDD | 2023-04-01 |
PublicationDate_xml | – month: 04 year: 2023 text: April 2023 |
PublicationDecade | 2020 |
PublicationTitle | Information and software technology |
PublicationYear | 2023 |
Publisher | Elsevier B.V |
Publisher_xml | – name: Elsevier B.V |
References | Volkswagen (b7) 2009 Menzies (b12) 2016; 22 Teixeira da Silva (b115) 2015; 14 Werbach, Hunter (b26) 2015 Menary, Stetkiewicz, Nair, Jorasch, Nanda, Guichaoua, Rufino, Fischer, Davies (b118) 2021; 3 A. Harzing, Publish or Perish. Available in A. Campos, E. Batista, A. Signoretti, R. Gardiman, C. Madeira, Gamifying activities in a higher education course, in: 13th European Conference on Games Based Learning, 2015. Putz, Hofbauer, Treiblmaier (b31) 2020; 110 de Souza Nascimento, Ahmed, Oliveira, Palheta, Steinmacher, Conte (b110) 2019 Davis (b113) 1989 Davis, Singh (b74) 2015; 88 Domínguez, Saenz-de Navarrete, de Marcos, Fernández-Sanz, Pagés, Martínez-Herráiz (b81) 2013; 63 Martakis, Daneva (b108) 2013 Norman (b114) 2010; 15 Fotaris, Mastoras, Leinfellner, Rosunally (b29) 2016; 14 Brathwaite, Schreiber (b19) 2009 Hernández-Fernández, Olmedo-Torre, Peña (b80) 2020; 12 Kim, Notkin (b109) 2009 Roy, Zaman (b79) 2019; 127 Saldaña (b52) 2021 V. Gabrielle, The Dark Side of Gamifying Work, Fast Company, Accessible at. Petersen, Vakkalanka, Kuzniarz (b47) 2015; 64 Fernandes, Uchôa, Sousa, Oliveira, Mello, Barroca, Carvalho, Garcia, Fonseca, Teixeira (b112) 2019 . Gehringer, Peddycord (b100) 2018; 126 Kontio, Bragge, Lehtola (b107) 2008 Hammedi, Leclercq, Poncin, Alkire (b38) 2015; 122 Mora, Riera, González, Arnedo-Moreno (b24) 2017; 29 Denden, Tlili, Essalmi, Jemni, Chen, Burgos (b22) 2021; 154 Babichenko, Grieve, Bilodeau, Koval (b82) 2019 Seaborn, Fels (b18) 2015; 74 Diefenbach, Müssig (b41) 2019; 127 Matthews, Baird, Duchesne (b117) 2018; 28 Chou (b17) 2015 L. Piras, et al., Gamification Solutions for Software Acceptance: A Comparative Study of Requirements Engineering and Organizational Behavior Techniques, in: 11th International Conference on Research Challenges in Information Science, RCIS, 2017. Kitchenham, Charters (b46) 2007 Algashami (b39) 2019 Uchôa, Fernandes, Fonseca, de Mello, Barbosa, Nunes, Garcia, Teixeira (b111) 2019 Zichermann, Cunningham (b20) 2011 Nicholson (b54) 2013 Codish, Ravid (b95) 2014 Ortiz-Rojas, Chiluiza, Valcke (b58) 2017 Almeida, Kalinowski, Feijó (b14) 2021 Zaimudin, Chu, Shujahat, Perera (b33) 2020; 30 Mourão (b15) 2020; 123 Pilkington (b61) 2018; 3 Rapp, Hopfgartner, Hamari, Linehan, Cena (b3) 2019; 127 Volkswagen (b6) 2009 Fernandez, Wagner, Kalinowski (b10) 2017; 22 Mahmud, Husnin, Soh (b78) 2020; 12 Chau, Tsui, Cheng (b99) 2019; 10 Rice (b28) 2012; 4 Barata, Gama, Jorge, Gonçalves (b72) 2013 Research (b4) 2019 Zaric, Lukarov, Schroeder (b59) 2020; 7 Deterding (b2) 2011 Gibson, Ostashewski, Flintoff, Grant, Knight (b25) 2015; 20 Attalia, Arieli-Attali (b98) 2015; 83 M. Peixoto, C. Silva, A Gamification Requirements Catalog for Educational Software: Results from a Systematic Literature Review and a Survey with Experts, in: SAC ’17: Proceedings of the Symposium on Applied Computing, 2017, pp. 1108–1113. Kredo (b104) 2009; 11 Nelson (b16) 2012 Haaranen, Ihantola, Hakulinen, Korhonen (b55) 2014 Toda, Valle, Isotani (b27) 2018 Basili, Rombach (b106) 1988; 14 Hakulinen, Auvinen, Korhonen (b63) 2013 McDaniel, Lindgren, Friskics (b69) 2012 S. Ejsing-Duun, H. Karoff, Gamification of a higher education course: What’s the fun in that?, in: Proceedings of the 8th European Conference on Game Based Learning, ECGBL 2014, 2014, pp. 92–98. Qatar Computing Research Institute (b50) 2020 Bogost (b30) 2011 Featherstone, Habgood (b84) 2018 de Marcos, Domínguez, Saenz-de Navarrete, Pagés (b67) 2014; 75 J. Hamari, J. Koivisto, H. Sarsa, Does Gamification Work? — A Literature Review of Empirical Studies on Gamification, in: 47th Hawaii International Conference on System Sciences, 2013. Kocadere, Çağlar (b66) 2015; 11 Alhammad, Moreno (b44) 2018; 141 A.C.T. Klock, I. Gasparini, M.S. Pimenta, 5W2H Framework: a guide to design, develop and evaluate the user-centered gamification, in: Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems, 2016, pp. 1–10. Marinho, Oliveira, Bittencourt, Dermeval (b60) 2019; 27 Davis, Sridharan, Koepke, Singh, Boiko (b75) 2018 Boehm, Basili (b11) 2001 Ghaban, Hendley (b73) 2019 Brom, Stárková, Bromová, Děchtěrenko (b87) 2018; 57 Wohlin, Runeson, Höst, Ohlsson, Regnell, Wesslén (b105) 2012 Singer, Schneider (b88) 2012 R. Martin, A. Klein, Improved Student Independence Through Competitive Tinkering, in: Frontiers in Education (FIE) Conference, 2017. Bajko, Hodson, Seaborn, Livingstone, Fels (b91) 2016; 14 D. Codish, G. Ravid, Gender Moderation in Gamification: Does One Size Fit All?, in: Proceedings of the 50th Hawaii International Conference on System Sciences, 2017. Albuquerque, Bittencourt, Coelho, Silva (b101) 2017; 115 Volkswagen (b8) 2009 B. Morschheuser, K. Werder, J. Hamari, J. Abe, How to Gamify? A Method For Designing Gamification, in: Proceedings of the 50th Hawaii International Conference on System Sciences, 2017, pp. 1298–1307. Koivisto, Hamari (b36) 2018; 45 Mendes, Wohlin, Felizardo, Kalinowski (b45) 2020; 167 S. Hyrynsalmi, J. Smed, K. Kimppa, The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere, in: GamiFIN Conference 2017, 2017. Tiefenbacher (b71) 2020 Minge, Cymek (b85) 2020; 11 Hanus, Fox (b76) 2015; 80 Barata, Gama, Jorge, Gonçalves (b89) 2013 Werbach, Hunter (b21) 2012 Buckley, Doyle (b103) 2014; 24 Roy, Deterding, Zaman (b62) 2019; 127 Azevedo, de Morais, Jaques (b86) 2018 Duolingo (b1) 2020 U. Nations, Sustainable Development Goals, Available in Wohlin, Mendes, Felizardo, Kalinowski (b51) 2020; 127 Berkling, Thomas (b70) 2013 J. Majuri, J. Koivisto, J. Hamari, Gamification of education and learning: A review of empirical literature, in: GamiFIN Conference 2018, 2018. Johnson (b34) 2016; 6 A. Klock, I. Gasparini, A. Ogawa, M. Pimenta, Does gamification matter? A systematic mapping about the evaluation of gamification in educational environments, in: Proceedings of SAC 2018: Symposium on Applied Computing, 2006 - 2012, 2018. Facey-Shaw, Specht, Rosmalen, Bartley-Bryan (b77) 2020; 51 Iruela, Neira (b90) 2020 Morris, Dragovich, Todaro, Balci, Dalton (b56) 2019 Fitz-Walter, Johnson, Wyeth, Tjondronegoro, Scott-Parker (b97) 2017; 71 Ohn, Ohn (b64) 2019; 32 L.Z. Pedro, A.M.Z. Lopes, B.G. Prates, J. Vassileva, S. Isotani, Does Gamification Work for Boys and Girls? An Exploratory Study with a Virtual Learning Environment, in: Prof. of the ACM Symposium on Applied Computing, 2015. Naik, Kamat (b68) 2015 Prause, Jarke (b92) 2015 A. Buisman, M. Eekelen, Gamification in educational software development, in: CSERC ’14: Proceedings of the Computer Science Education Research Conference, 2014. Matosin, Frank, Engel, Lum, Newell (b116) 2014; 7 Lavoué, Monterrat, Desmarais, George (b96) 2019 Roever (b48) 2018; 3 Papadopoulos, Lagkas, Demetriadis (b102) 2015 10.1016/j.infsof.2022.107142_b9 Qatar Computing Research Institute (10.1016/j.infsof.2022.107142_b50) 2020 Mendes (10.1016/j.infsof.2022.107142_b45) 2020; 167 Azevedo (10.1016/j.infsof.2022.107142_b86) 2018 Hanus (10.1016/j.infsof.2022.107142_b76) 2015; 80 Papadopoulos (10.1016/j.infsof.2022.107142_b102) 2015 10.1016/j.infsof.2022.107142_b5 Volkswagen (10.1016/j.infsof.2022.107142_b6) 2009 de Souza Nascimento (10.1016/j.infsof.2022.107142_b110) 2019 Johnson (10.1016/j.infsof.2022.107142_b34) 2016; 6 Tiefenbacher (10.1016/j.infsof.2022.107142_b71) 2020 Werbach (10.1016/j.infsof.2022.107142_b26) 2015 Barata (10.1016/j.infsof.2022.107142_b89) 2013 Research (10.1016/j.infsof.2022.107142_b4) 2019 Seaborn (10.1016/j.infsof.2022.107142_b18) 2015; 74 Kontio (10.1016/j.infsof.2022.107142_b107) 2008 Saldaña (10.1016/j.infsof.2022.107142_b52) 2021 Kitchenham (10.1016/j.infsof.2022.107142_b46) 2007 Rapp (10.1016/j.infsof.2022.107142_b3) 2019; 127 Chau (10.1016/j.infsof.2022.107142_b99) 2019; 10 Hernández-Fernández (10.1016/j.infsof.2022.107142_b80) 2020; 12 Zaric (10.1016/j.infsof.2022.107142_b59) 2020; 7 Mahmud (10.1016/j.infsof.2022.107142_b78) 2020; 12 Toda (10.1016/j.infsof.2022.107142_b27) 2018 Uchôa (10.1016/j.infsof.2022.107142_b111) 2019 Naik (10.1016/j.infsof.2022.107142_b68) 2015 Domínguez (10.1016/j.infsof.2022.107142_b81) 2013; 63 Singer (10.1016/j.infsof.2022.107142_b88) 2012 Wohlin (10.1016/j.infsof.2022.107142_b105) 2012 Davis (10.1016/j.infsof.2022.107142_b74) 2015; 88 Fernandez (10.1016/j.infsof.2022.107142_b10) 2017; 22 Denden (10.1016/j.infsof.2022.107142_b22) 2021; 154 Fotaris (10.1016/j.infsof.2022.107142_b29) 2016; 14 Kocadere (10.1016/j.infsof.2022.107142_b66) 2015; 11 Babichenko (10.1016/j.infsof.2022.107142_b82) 2019 10.1016/j.infsof.2022.107142_b65 Putz (10.1016/j.infsof.2022.107142_b31) 2020; 110 Teixeira da Silva (10.1016/j.infsof.2022.107142_b115) 2015; 14 Hammedi (10.1016/j.infsof.2022.107142_b38) 2015; 122 Roy (10.1016/j.infsof.2022.107142_b62) 2019; 127 Norman (10.1016/j.infsof.2022.107142_b114) 2010; 15 Haaranen (10.1016/j.infsof.2022.107142_b55) 2014 Kredo (10.1016/j.infsof.2022.107142_b104) 2009; 11 Prause (10.1016/j.infsof.2022.107142_b92) 2015 10.1016/j.infsof.2022.107142_b94 10.1016/j.infsof.2022.107142_b13 Pilkington (10.1016/j.infsof.2022.107142_b61) 2018; 3 Duolingo (10.1016/j.infsof.2022.107142_b1) 2020 Volkswagen (10.1016/j.infsof.2022.107142_b7) 2009 10.1016/j.infsof.2022.107142_b93 Diefenbach (10.1016/j.infsof.2022.107142_b41) 2019; 127 Albuquerque (10.1016/j.infsof.2022.107142_b101) 2017; 115 Attalia (10.1016/j.infsof.2022.107142_b98) 2015; 83 Wohlin (10.1016/j.infsof.2022.107142_b51) 2020; 127 Ohn (10.1016/j.infsof.2022.107142_b64) 2019; 32 10.1016/j.infsof.2022.107142_b83 Matthews (10.1016/j.infsof.2022.107142_b117) 2018; 28 Facey-Shaw (10.1016/j.infsof.2022.107142_b77) 2020; 51 Roever (10.1016/j.infsof.2022.107142_b48) 2018; 3 Ortiz-Rojas (10.1016/j.infsof.2022.107142_b58) 2017 Basili (10.1016/j.infsof.2022.107142_b106) 1988; 14 Mora (10.1016/j.infsof.2022.107142_b24) 2017; 29 Nicholson (10.1016/j.infsof.2022.107142_b54) 2013 Roy (10.1016/j.infsof.2022.107142_b79) 2019; 127 10.1016/j.infsof.2022.107142_b37 Zaimudin (10.1016/j.infsof.2022.107142_b33) 2020; 30 Bogost (10.1016/j.infsof.2022.107142_b30) 2011 10.1016/j.infsof.2022.107142_b35 Chou (10.1016/j.infsof.2022.107142_b17) 2015 10.1016/j.infsof.2022.107142_b32 Lavoué (10.1016/j.infsof.2022.107142_b96) 2019 Gibson (10.1016/j.infsof.2022.107142_b25) 2015; 20 Koivisto (10.1016/j.infsof.2022.107142_b36) 2018; 45 Marinho (10.1016/j.infsof.2022.107142_b60) 2019; 27 Iruela (10.1016/j.infsof.2022.107142_b90) 2020 Davis (10.1016/j.infsof.2022.107142_b113) 1989 Barata (10.1016/j.infsof.2022.107142_b72) 2013 Volkswagen (10.1016/j.infsof.2022.107142_b8) 2009 10.1016/j.infsof.2022.107142_b23 Fernandes (10.1016/j.infsof.2022.107142_b112) 2019 de Marcos (10.1016/j.infsof.2022.107142_b67) 2014; 75 Martakis (10.1016/j.infsof.2022.107142_b108) 2013 Alhammad (10.1016/j.infsof.2022.107142_b44) 2018; 141 Kim (10.1016/j.infsof.2022.107142_b109) 2009 Hakulinen (10.1016/j.infsof.2022.107142_b63) 2013 Bajko (10.1016/j.infsof.2022.107142_b91) 2016; 14 McDaniel (10.1016/j.infsof.2022.107142_b69) 2012 Boehm (10.1016/j.infsof.2022.107142_b11) 2001 Fitz-Walter (10.1016/j.infsof.2022.107142_b97) 2017; 71 Menary (10.1016/j.infsof.2022.107142_b118) 2021; 3 Featherstone (10.1016/j.infsof.2022.107142_b84) 2018 Rice (10.1016/j.infsof.2022.107142_b28) 2012; 4 Werbach (10.1016/j.infsof.2022.107142_b21) 2012 Davis (10.1016/j.infsof.2022.107142_b75) 2018 10.1016/j.infsof.2022.107142_b53 Ghaban (10.1016/j.infsof.2022.107142_b73) 2019 Zichermann (10.1016/j.infsof.2022.107142_b20) 2011 10.1016/j.infsof.2022.107142_b57 Gehringer (10.1016/j.infsof.2022.107142_b100) 2018; 126 Almeida (10.1016/j.infsof.2022.107142_b14) 2021 Nelson (10.1016/j.infsof.2022.107142_b16) 2012 Matosin (10.1016/j.infsof.2022.107142_b116) 2014; 7 Menzies (10.1016/j.infsof.2022.107142_b12) 2016; 22 Deterding (10.1016/j.infsof.2022.107142_b2) 2011 Brathwaite (10.1016/j.infsof.2022.107142_b19) 2009 Brom (10.1016/j.infsof.2022.107142_b87) 2018; 57 Morris (10.1016/j.infsof.2022.107142_b56) 2019 Minge (10.1016/j.infsof.2022.107142_b85) 2020; 11 Algashami (10.1016/j.infsof.2022.107142_b39) 2019 10.1016/j.infsof.2022.107142_b49 Petersen (10.1016/j.infsof.2022.107142_b47) 2015; 64 Codish (10.1016/j.infsof.2022.107142_b95) 2014 Berkling (10.1016/j.infsof.2022.107142_b70) 2013 10.1016/j.infsof.2022.107142_b42 10.1016/j.infsof.2022.107142_b40 Buckley (10.1016/j.infsof.2022.107142_b103) 2014; 24 Mourão (10.1016/j.infsof.2022.107142_b15) 2020; 123 10.1016/j.infsof.2022.107142_b43 |
References_xml | – start-page: 426 year: 2001 end-page: 431 ident: b11 article-title: Software defect reduction top 10 list publication-title: Foundations of Empirical Software Engineering – volume: 11 start-page: 85 year: 2015 end-page: 99 ident: b66 article-title: The design and implementation of a gamified assessment publication-title: J. E Learn. Knowl. Soc. – start-page: 639 year: 2013 end-page: 648 ident: b89 article-title: So fun it hurts: Gamifying an engineering course publication-title: Foundations of Augmented Cognition – start-page: 392 year: 2019 end-page: 400 ident: b73 article-title: Understanding the effect of gamification on learners with different personalities publication-title: Proceedings of the 11th International Conference on Computer Supported Education – start-page: 309 year: 2009 end-page: 319 ident: b109 article-title: Discovering and representing systematic code changes publication-title: 2009 IEEE 31st International Conference on Software Engineering – volume: 7 start-page: 171 year: 2014 end-page: 173 ident: b116 article-title: Negativity towards negative results: a discussion of the disconnect between scientific worth and scientific culture publication-title: Dis. Model. Mech. – start-page: 16 year: 2019 end-page: 28 ident: b96 article-title: Adaptive gamification for learning environments publication-title: IEEE Trans. Learn. Technol. Inst. Electr. Electron. Eng. – volume: 12 year: 2020 ident: b80 article-title: Is classroom gamification opposed to performance? publication-title: Sustainability – year: 2020 ident: b90 article-title: What perception do students have about the gamification elements? – start-page: 318 year: 2019 ident: b39 article-title: Gamification Risks in Collaborative Information Systems: Identification and Management Method – reference: U. Nations, Sustainable Development Goals, Available in – start-page: 392 year: 2014 end-page: 400 ident: b55 article-title: How (not) to introduce badges to online exercises publication-title: Proceedings of the 45th ACM Technical Symposium on Computer Science – volume: 32 start-page: 211 year: 2019 end-page: 215 ident: b64 article-title: An evaluation study on gamified online learning experiences and its acceptance among medical students publication-title: Tzu Chi Med. J. – volume: 110 year: 2020 ident: b31 article-title: Can gamification help to improve education? Findings from a longitudinal study publication-title: Comput. Hum. Behav. – year: 2013 ident: b54 article-title: Exploring gamification techniques for classroom management publication-title: Games+Learning+Society 9.0 – volume: 127 start-page: 38 year: 2019 end-page: 50 ident: b79 article-title: Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective publication-title: Int. J. Hum. Comput. Stud. – start-page: 1 year: 2019 end-page: 6 ident: b110 article-title: Understanding development process of machine learning systems: Challenges and solutions publication-title: 2019 ACM/IEEE International Symposium on Empirical Software Engineering and Measurement – year: 2020 ident: b71 article-title: Evaluation of gamification elements in a VR application for higher education publication-title: Systems, Software and Services Process Improvement – start-page: 143 year: 2018 end-page: 156 ident: b27 article-title: The dark side of gamification: An overview of negative effects of gamification in education publication-title: HEFA 2017, Higher Education for All. from Challenges to Novel Technology-Enhanced Solutions – year: 2015 ident: b26 article-title: The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win – reference: L.Z. Pedro, A.M.Z. Lopes, B.G. Prates, J. Vassileva, S. Isotani, Does Gamification Work for Boys and Girls? An Exploratory Study with a Virtual Learning Environment, in: Prof. of the ACM Symposium on Applied Computing, 2015. – year: 2009 ident: b6 article-title: The fun theory 1 – piano staircase initiative – year: 2011 ident: b20 article-title: Gamification By Design: Implementing Game Mechanics in Web and Mobile Apps – volume: 30 year: 2020 ident: b33 article-title: The impact of gamification on learning and instruction: A systematic review of empirical evidence publication-title: Educ. Res. Rev. – year: 2012 ident: b105 article-title: Experimentation in Software Engineering – start-page: 1 year: 2013 end-page: 4 ident: b70 article-title: Gamification of a Software Engineering Course and a detailed analysis of the factors that lead to it’s failure publication-title: Proceedings of Interactive Collaborative Learning 2013 – year: 2015 ident: b17 article-title: Actionable Gamification: Beyond Points, Badges and Leaderboards – volume: 14 start-page: 758 year: 1988 end-page: 773 ident: b106 article-title: The TAME project: Towards improvement-oriented software environments publication-title: IEEE Trans. Softw. Eng. – start-page: 17 year: 2021 end-page: 24 ident: b14 article-title: A systematic mapping of negative effects of gamification in education/learning systems publication-title: 2021 47th Euromicro Conference on Software Engineering and Advanced Applications – year: 2014 ident: b95 article-title: Personality based gamification: How different personalities perceive gamification – volume: 71 start-page: 586 year: 2017 end-page: 595 ident: b97 article-title: Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience publication-title: Comput. Hum. Behav. – start-page: 9 year: 2011 end-page: 15 ident: b2 article-title: From game design elements to gamefulness: Defining gamification publication-title: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments – volume: 123 year: 2020 ident: b15 article-title: On the performance of hybrid search strategies for systematic literature reviews in software engineering publication-title: Inf. Softw. Technol. – year: 2020 ident: b1 article-title: About us: Mission – volume: 154 year: 2021 ident: b22 article-title: Effects of gender and personality differences on students’ perception of game design elements in educational gamification publication-title: Int. J. Hum. Comput. Stud. – volume: 127 start-page: 190 year: 2019 end-page: 210 ident: b41 article-title: Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica publication-title: Int. J. Hum. Comput. Stud. – year: 2012 ident: b21 article-title: For the Win: How Game Thinking Can Revolutionize Your Business – start-page: 573 year: 2019 end-page: 603 ident: b56 article-title: Comparing badges and learning goals in low-and high-stakes learning contexts publication-title: J. Comput. Higher Educ. – volume: 29 start-page: 516 year: 2017 end-page: 548 ident: b24 article-title: Gamification: a systematic review of design frameworks publication-title: J. Comput. Higher Educ. – start-page: 1 year: 2012 end-page: 4 ident: b69 article-title: Using badges for shaping interactions in online learning environments publication-title: Software Engineering 2014 – reference: A. Harzing, Publish or Perish. Available in – reference: M. Peixoto, C. Silva, A Gamification Requirements Catalog for Educational Software: Results from a Systematic Literature Review and a Survey with Experts, in: SAC ’17: Proceedings of the Symposium on Applied Computing, 2017, pp. 1108–1113. – reference: A.C.T. Klock, I. Gasparini, M.S. Pimenta, 5W2H Framework: a guide to design, develop and evaluate the user-centered gamification, in: Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems, 2016, pp. 1–10. – volume: 20 start-page: 403 year: 2015 end-page: 410 ident: b25 article-title: Digital badges in education publication-title: Educ. Inf. Technol. – reference: A. Klock, I. Gasparini, A. Ogawa, M. Pimenta, Does gamification matter? A systematic mapping about the evaluation of gamification in educational environments, in: Proceedings of SAC 2018: Symposium on Applied Computing, 2006 - 2012, 2018. – year: 2009 ident: b7 article-title: The fun theory 2 – an initiative of Volkswagen: The world’s deepest bin – year: 2015 ident: b102 article-title: How revealing rankings affects student attitude and performance in a peer review learning environment publication-title: CSEDU 2015: Computer Supported Education – year: 2018 ident: b86 article-title: Exploring gamification to prevent gaming the system and help refusal in tutoring systems publication-title: EC-TEL 2018 – volume: 3 start-page: 2 year: 2018 ident: b48 article-title: PICO: Model for clinical questions publication-title: Evid. Based Med. Pract. – volume: 15 start-page: 625 year: 2010 end-page: 632 ident: b114 article-title: Likert scales, levels of measurement and the “laws” of statistics publication-title: Adv. Health Sci. Educ. – reference: S. Ejsing-Duun, H. Karoff, Gamification of a higher education course: What’s the fun in that?, in: Proceedings of the 8th European Conference on Game Based Learning, ECGBL 2014, 2014, pp. 92–98. – volume: 22 start-page: 2298 year: 2017 end-page: 2338 ident: b10 article-title: Naming the pain in requirements engineering publication-title: Empir. Softw. Eng. – volume: 27 start-page: 40 year: 2019 end-page: 68 ident: b60 article-title: Does gamification improve flow experience in classroom? An analysis of gamer types in collaborative and competitive settings publication-title: Braz. J. Comput. Educ. – reference: J. Hamari, J. Koivisto, H. Sarsa, Does Gamification Work? — A Literature Review of Empirical Studies on Gamification, in: 47th Hawaii International Conference on System Sciences, 2013. – volume: 6 start-page: 89 year: 2016 end-page: 106 ident: b34 article-title: Gamification for health and wellbeing: A systematic review of the literature publication-title: Internet Interv. – reference: B. Morschheuser, K. Werder, J. Hamari, J. Abe, How to Gamify? A Method For Designing Gamification, in: Proceedings of the 50th Hawaii International Conference on System Sciences, 2017, pp. 1298–1307. – start-page: 1 year: 2013 end-page: 11 ident: b108 article-title: Handling requirements dependencies in agile projects: A focus group with agile software development practitioners publication-title: IEEE 7th International Conference on Research Challenges in Information Science – volume: 7 start-page: 3 year: 2020 end-page: 25 ident: b59 article-title: A fundamental study for gamification design: Exploring learning tendencies’ effects publication-title: Int. J. Serious Games – year: 2007 ident: b46 article-title: Guidelines for Performing Systematic Literature Reviews in Software Engineering – year: 2015 ident: b68 article-title: Adaptive and gamified learning environment (AGLE) publication-title: IEEE Seventh International Conference on Technology for Education – reference: D. Codish, G. Ravid, Gender Moderation in Gamification: Does One Size Fit All?, in: Proceedings of the 50th Hawaii International Conference on System Sciences, 2017. – start-page: 23 year: 2012 end-page: 26 ident: b16 article-title: Soviet and American precursors to the gamification of work publication-title: Proceeding of the 16th International Academic Mindtrek Conference on - Mindtrek ’12 – volume: 115 start-page: 161 year: 2017 end-page: 170 ident: b101 article-title: Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study publication-title: Comput. Educ. – volume: 22 start-page: 1903 year: 2016 end-page: 1935 ident: b12 article-title: Are delayed issues harder to resolve? Revisiting cost-to-fix of defects throughout the lifecycle publication-title: Empir. Softw. Eng. – year: 2019 ident: b82 article-title: Implementation and assessment of three gamification strategies across multiple higher education disciplines publication-title: 13th European Conference on Games Based Learning – volume: 28 start-page: 1621 year: 2018 end-page: 1628 ident: b117 article-title: Using online meeting software to facilitate geographically dispersed focus groups for health workforce research publication-title: Qual. Health Res. – year: 2017 ident: b58 article-title: Gamification in computer programming: Effects on learning, engagement, self-efficacy and intrinsic motivation publication-title: 11th European Conference on Games Based Learning – start-page: 617 year: 2019 end-page: 620 ident: b112 article-title: VazaZika: A software platform for surveillance and control of mosquito-borne diseases publication-title: 16th International Conference on Information Technology-New Generations – volume: 64 start-page: 1 year: 2015 end-page: 18 ident: b47 article-title: Guidelines for conducting systematic mapping studies in software engineering: An update publication-title: Inf. Softw. Technol. – volume: 122 start-page: 256 year: 2015 end-page: 269 ident: b38 article-title: Uncovering the dark side of gamification at work: Impacts on engagement and wellbeing publication-title: J. Bus. Res. – volume: 14 start-page: 94 year: 2016 end-page: 110 ident: b29 article-title: Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class publication-title: Electron. J. E Learn. – reference: V. Gabrielle, The Dark Side of Gamifying Work, Fast Company, Accessible at. – start-page: 55 year: 2013 end-page: 72 ident: b72 article-title: Improving participation and learning with gamification publication-title: 1st International Conference on Gamification, Vol. 14, No. 6 – volume: 12 start-page: 3801 year: 2020 ident: b78 article-title: Teaching presence in online gamified education for sustainability learning publication-title: Sustainability – volume: 127 start-page: 1 year: 2019 end-page: 6 ident: b3 article-title: Strengthening gamification studies: Current trends and future opportunities of gamification research publication-title: Int. J. Hum. Comput. Stud. – volume: 126 start-page: 143 year: 2018 end-page: 152 ident: b100 article-title: The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance publication-title: Comput. Educ. – year: 2013 ident: b63 article-title: Empirical study on the effect of achievement badges in TRAKLA2 online learning environment publication-title: 2013 Learning and Teaching in Computing and Engineering – year: 2009 ident: b8 article-title: The fun theory 3 – an initiative of Volkswagen: Bottle Bank Arcade Machine – volume: 167 start-page: 1 year: 2020 end-page: 24 ident: b45 article-title: When to update systematic literature reviews in software engineering publication-title: J. Syst. Softw. – start-page: 319 year: 1989 end-page: 340 ident: b113 article-title: Perceived usefulness, perceived ease of use, and user acceptance of information technology publication-title: MIS Q. – volume: 75 start-page: 82 year: 2014 end-page: 91 ident: b67 article-title: An empirical study comparing gamification and social networking on e-learning publication-title: Comput. Educ. – volume: 14 start-page: 55 year: 2016 end-page: 72 ident: b91 article-title: Edugamifying media studies: Student engagement, enjoyment, and interest in two multimedia and social media undergraduate classrooms publication-title: Inf. Syst. Educ. J. – year: 2009 ident: b19 article-title: Challenges for Game Designers – volume: 80 start-page: 152 year: 2015 end-page: 161 ident: b76 article-title: Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance publication-title: Comput. Educ. – year: 2021 ident: b52 article-title: The Coding Manual for Qualitative Researchers – year: 2019 ident: b4 article-title: Gamification market by deployment (on premises, cloud based, and hybrid), enterprise size (small and medium enterprises, and large enterprises), end user, and geography (North America, Europe, APAC, and row)-global forecast up to 2025 – reference: A. Campos, E. Batista, A. Signoretti, R. Gardiman, C. Madeira, Gamifying activities in a higher education course, in: 13th European Conference on Games Based Learning, 2015. – reference: L. Piras, et al., Gamification Solutions for Software Acceptance: A Comparative Study of Requirements Engineering and Organizational Behavior Techniques, in: 11th International Conference on Research Challenges in Information Science, RCIS, 2017. – volume: 24 start-page: 1162 year: 2014 end-page: 1175 ident: b103 article-title: Gamification and student motivation publication-title: J. Educ. Comput. Res. – volume: 11 start-page: 3002 year: 2009 ident: b104 article-title: The effect of gamification on psychological and behavioral outcomes: Implications for cruise tourism destinations publication-title: Sustainability – year: 2011 ident: b30 article-title: Gamification is bullshit – volume: 4 year: 2012 ident: b28 article-title: The gamification of learning and instruction: Game-based methods and strategies for training and education publication-title: Int. J. Gam. Comput. Mediat. Simul. – start-page: 93 year: 2008 end-page: 116 ident: b107 article-title: The focus group method as an empirical tool in software engineering publication-title: Guide to Advanced Empirical Software Engineering – year: 2015 ident: b92 article-title: Gamification for enforcing coding conventions publication-title: 10th Joint Meeting on Foundations of Software Engineering – volume: 14 year: 2015 ident: b115 article-title: Negative results: negative perceptions limit their potential for increasing reproducibility publication-title: J. Negat. Results BioMed. – volume: 127 year: 2020 ident: b51 article-title: Guidelines for the search strategy to update systematic literature reviews in software engineering publication-title: Inf. Softw. Technol. – volume: 63 start-page: 380 year: 2013 end-page: 392 ident: b81 article-title: Gamifying learning experiences: practical implications and outcomes publication-title: Comput. Educ. – reference: S. Hyrynsalmi, J. Smed, K. Kimppa, The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere, in: GamiFIN Conference 2017, 2017. – year: 2018 ident: b84 article-title: Unicraft: exploring the impact of asynchronous multiplayer game elements in gamification publication-title: Int. J. Human-Computer Stud. – volume: 3 start-page: 6 year: 2021 ident: b118 article-title: Going virtual: Adapting in-person interactive focus groups to the online environment publication-title: Emerald Open Res. – volume: 88 start-page: 72 year: 2015 end-page: 83 ident: b74 article-title: Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators publication-title: Comput. Educ. – reference: A. Buisman, M. Eekelen, Gamification in educational software development, in: CSERC ’14: Proceedings of the Computer Science Education Research Conference, 2014. – volume: 11 start-page: 1 year: 2020 end-page: 16 ident: b85 article-title: Investigating the potential of gamification to improve seniors’ experience and use of technology publication-title: Information – year: 2018 ident: b75 article-title: Learning and engagement in a gamified course: Investigating the effects of student characteristics publication-title: J. Computer Assisted Learning – volume: 74 start-page: 14 year: 2015 end-page: 31 ident: b18 article-title: Gamification in theory and action: A survey publication-title: Int. J. Hum. Comput. Stud. – volume: 57 start-page: 1575 year: 2018 end-page: 1613 ident: b87 article-title: Gamifying a simulation: Do a game goal, choice, points, and praise enhance learning? publication-title: J. Educ. Comput. Res. – year: 2020 ident: b50 article-title: Rayyan – reference: . – year: 2012 ident: b88 article-title: It was a bit of a race: Gamification of version control publication-title: 2nd International Workshop on Games and Software Engineering – volume: 51 year: 2020 ident: b77 article-title: Do badges affect intrinsic motivation in introductory programming students? publication-title: Simul. Gam. – volume: 127 start-page: 62 year: 2019 end-page: 80 ident: b62 article-title: Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild publication-title: Int. J. Hum. Comput. Stud. – volume: 10 start-page: 2468 year: 2019 ident: b99 article-title: Gamification for internet gaming disorder prevention: Evaluation of a wise IT-use (WIT) program for Hong Kong primary students publication-title: Front. Psychol. – start-page: 9 year: 2019 end-page: 16 ident: b111 article-title: On gamifying an existing healthcare system: Method, conceptual model and evaluation publication-title: 2019 IEEE/ACM 1st International Workshop on Software Engineering for Healthcare – reference: R. Martin, A. Klein, Improved Student Independence Through Competitive Tinkering, in: Frontiers in Education (FIE) Conference, 2017. – reference: J. Majuri, J. Koivisto, J. Hamari, Gamification of education and learning: A review of empirical literature, in: GamiFIN Conference 2018, 2018. – volume: 83 start-page: 57 year: 2015 end-page: 63 ident: b98 article-title: Gamification in assessment: Do points affect test performance? publication-title: Comput. Educ. – volume: 45 year: 2018 ident: b36 article-title: The rise of the motivational information systems: A review of gamification research publication-title: Int. J. Inf. Manage. – volume: 3 year: 2018 ident: b61 article-title: A playful approach to fostering motivation in a distance education computer programming course: Behaviour change and student perceptions publication-title: Int. Rev. Res. Open Distrib. Learn. – volume: 141 start-page: 131 year: 2018 end-page: 150 ident: b44 article-title: Gamification in software engineering education: A systematic mapping publication-title: J. Syst. Softw. – volume: 141 start-page: 131 year: 2018 ident: 10.1016/j.infsof.2022.107142_b44 article-title: Gamification in software engineering education: A systematic mapping publication-title: J. Syst. Softw. doi: 10.1016/j.jss.2018.03.065 – ident: 10.1016/j.infsof.2022.107142_b53 – ident: 10.1016/j.infsof.2022.107142_b42 doi: 10.1145/3019612.3019752 – volume: 20 start-page: 403 issue: 2 year: 2015 ident: 10.1016/j.infsof.2022.107142_b25 article-title: Digital badges in education publication-title: Educ. Inf. Technol. doi: 10.1007/s10639-013-9291-7 – volume: 127 start-page: 38 year: 2019 ident: 10.1016/j.infsof.2022.107142_b79 article-title: Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective publication-title: Int. J. Hum. Comput. Stud. doi: 10.1016/j.ijhcs.2018.04.009 – start-page: 309 year: 2009 ident: 10.1016/j.infsof.2022.107142_b109 article-title: Discovering and representing systematic code changes – ident: 10.1016/j.infsof.2022.107142_b32 doi: 10.1145/3167132.3167347 – year: 2015 ident: 10.1016/j.infsof.2022.107142_b68 article-title: Adaptive and gamified learning environment (AGLE) – ident: 10.1016/j.infsof.2022.107142_b35 doi: 10.1109/HICSS.2014.377 – start-page: 573 year: 2019 ident: 10.1016/j.infsof.2022.107142_b56 article-title: Comparing badges and learning goals in low-and high-stakes learning contexts publication-title: J. Comput. Higher Educ. doi: 10.1007/s12528-019-09228-9 – year: 2020 ident: 10.1016/j.infsof.2022.107142_b50 – year: 2018 ident: 10.1016/j.infsof.2022.107142_b84 article-title: Unicraft: exploring the impact of asynchronous multiplayer game elements in gamification publication-title: Int. J. Human-Computer Stud. – volume: 154 year: 2021 ident: 10.1016/j.infsof.2022.107142_b22 article-title: Effects of gender and personality differences on students’ perception of game design elements in educational gamification publication-title: Int. J. Hum. Comput. Stud. doi: 10.1016/j.ijhcs.2021.102674 – volume: 110 issue: 106392 year: 2020 ident: 10.1016/j.infsof.2022.107142_b31 article-title: Can gamification help to improve education? Findings from a longitudinal study publication-title: Comput. Hum. Behav. – start-page: 9 year: 2019 ident: 10.1016/j.infsof.2022.107142_b111 article-title: On gamifying an existing healthcare system: Method, conceptual model and evaluation – volume: 3 start-page: 2 year: 2018 ident: 10.1016/j.infsof.2022.107142_b48 article-title: PICO: Model for clinical questions publication-title: Evid. Based Med. Pract. – start-page: 1 year: 2013 ident: 10.1016/j.infsof.2022.107142_b108 article-title: Handling requirements dependencies in agile projects: A focus group with agile software development practitioners – year: 2019 ident: 10.1016/j.infsof.2022.107142_b82 article-title: Implementation and assessment of three gamification strategies across multiple higher education disciplines – start-page: 1 year: 2012 ident: 10.1016/j.infsof.2022.107142_b69 article-title: Using badges for shaping interactions in online learning environments – volume: 71 start-page: 586 year: 2017 ident: 10.1016/j.infsof.2022.107142_b97 article-title: Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience publication-title: Comput. Hum. Behav. doi: 10.1016/j.chb.2016.08.050 – year: 2020 ident: 10.1016/j.infsof.2022.107142_b90 – year: 2012 ident: 10.1016/j.infsof.2022.107142_b105 – year: 2017 ident: 10.1016/j.infsof.2022.107142_b58 article-title: Gamification in computer programming: Effects on learning, engagement, self-efficacy and intrinsic motivation – start-page: 9 year: 2011 ident: 10.1016/j.infsof.2022.107142_b2 article-title: From game design elements to gamefulness: Defining gamification – volume: 15 start-page: 625 issue: 5 year: 2010 ident: 10.1016/j.infsof.2022.107142_b114 article-title: Likert scales, levels of measurement and the “laws” of statistics publication-title: Adv. Health Sci. Educ. doi: 10.1007/s10459-010-9222-y – ident: 10.1016/j.infsof.2022.107142_b94 doi: 10.24251/HICSS.2017.244 – volume: 12 issue: 9958 year: 2020 ident: 10.1016/j.infsof.2022.107142_b80 article-title: Is classroom gamification opposed to performance? publication-title: Sustainability – volume: 27 start-page: 40 issue: 2 year: 2019 ident: 10.1016/j.infsof.2022.107142_b60 article-title: Does gamification improve flow experience in classroom? An analysis of gamer types in collaborative and competitive settings publication-title: Braz. J. Comput. Educ. – volume: 127 start-page: 1 year: 2019 ident: 10.1016/j.infsof.2022.107142_b3 article-title: Strengthening gamification studies: Current trends and future opportunities of gamification research publication-title: Int. J. Hum. Comput. Stud. doi: 10.1016/j.ijhcs.2018.11.007 – volume: 11 start-page: 85 issue: 3 year: 2015 ident: 10.1016/j.infsof.2022.107142_b66 article-title: The design and implementation of a gamified assessment publication-title: J. E Learn. Knowl. Soc. – ident: 10.1016/j.infsof.2022.107142_b5 doi: 10.1109/RCIS.2017.7956544 – start-page: 392 year: 2014 ident: 10.1016/j.infsof.2022.107142_b55 article-title: How (not) to introduce badges to online exercises – year: 2014 ident: 10.1016/j.infsof.2022.107142_b95 – volume: 167 start-page: 1 year: 2020 ident: 10.1016/j.infsof.2022.107142_b45 article-title: When to update systematic literature reviews in software engineering publication-title: J. Syst. Softw. doi: 10.1016/j.jss.2020.110607 – ident: 10.1016/j.infsof.2022.107142_b13 – ident: 10.1016/j.infsof.2022.107142_b40 doi: 10.1007/978-3-319-08234-9_138-1 – year: 2011 ident: 10.1016/j.infsof.2022.107142_b30 – volume: 64 start-page: 1 year: 2015 ident: 10.1016/j.infsof.2022.107142_b47 article-title: Guidelines for conducting systematic mapping studies in software engineering: An update publication-title: Inf. Softw. Technol. doi: 10.1016/j.infsof.2015.03.007 – start-page: 426 year: 2001 ident: 10.1016/j.infsof.2022.107142_b11 article-title: Software defect reduction top 10 list – ident: 10.1016/j.infsof.2022.107142_b23 doi: 10.1145/3033701.3033715 – volume: 3 start-page: 6 year: 2021 ident: 10.1016/j.infsof.2022.107142_b118 article-title: Going virtual: Adapting in-person interactive focus groups to the online environment publication-title: Emerald Open Res. doi: 10.1108/EOR-06-2023-0008 – volume: 32 start-page: 211 issue: 2 year: 2019 ident: 10.1016/j.infsof.2022.107142_b64 article-title: An evaluation study on gamified online learning experiences and its acceptance among medical students publication-title: Tzu Chi Med. J. doi: 10.4103/tcmj.tcmj_5_19 – year: 2018 ident: 10.1016/j.infsof.2022.107142_b75 article-title: Learning and engagement in a gamified course: Investigating the effects of student characteristics publication-title: J. Computer Assisted Learning doi: 10.1111/jcal.12254 – year: 2012 ident: 10.1016/j.infsof.2022.107142_b88 article-title: It was a bit of a race: Gamification of version control – start-page: 55 year: 2013 ident: 10.1016/j.infsof.2022.107142_b72 article-title: Improving participation and learning with gamification – volume: 63 start-page: 380 year: 2013 ident: 10.1016/j.infsof.2022.107142_b81 article-title: Gamifying learning experiences: practical implications and outcomes publication-title: Comput. Educ. doi: 10.1016/j.compedu.2012.12.020 – volume: 14 issue: 12 year: 2015 ident: 10.1016/j.infsof.2022.107142_b115 article-title: Negative results: negative perceptions limit their potential for increasing reproducibility publication-title: J. Negat. Results BioMed. – volume: 122 start-page: 256 year: 2015 ident: 10.1016/j.infsof.2022.107142_b38 article-title: Uncovering the dark side of gamification at work: Impacts on engagement and wellbeing publication-title: J. Bus. Res. doi: 10.1016/j.jbusres.2020.08.032 – ident: 10.1016/j.infsof.2022.107142_b49 – volume: 126 start-page: 143 year: 2018 ident: 10.1016/j.infsof.2022.107142_b100 article-title: The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance publication-title: Comput. Educ. doi: 10.1016/j.compedu.2018.07.009 – volume: 11 start-page: 3002 year: 2009 ident: 10.1016/j.infsof.2022.107142_b104 article-title: The effect of gamification on psychological and behavioral outcomes: Implications for cruise tourism destinations publication-title: Sustainability – year: 2011 ident: 10.1016/j.infsof.2022.107142_b20 – year: 2013 ident: 10.1016/j.infsof.2022.107142_b63 article-title: Empirical study on the effect of achievement badges in TRAKLA2 online learning environment – ident: 10.1016/j.infsof.2022.107142_b9 doi: 10.24251/HICSS.2017.155 – volume: 30 year: 2020 ident: 10.1016/j.infsof.2022.107142_b33 article-title: The impact of gamification on learning and instruction: A systematic review of empirical evidence publication-title: Educ. Res. Rev. – start-page: 617 year: 2019 ident: 10.1016/j.infsof.2022.107142_b112 article-title: VazaZika: A software platform for surveillance and control of mosquito-borne diseases – volume: 127 year: 2020 ident: 10.1016/j.infsof.2022.107142_b51 article-title: Guidelines for the search strategy to update systematic literature reviews in software engineering publication-title: Inf. Softw. Technol. doi: 10.1016/j.infsof.2020.106366 – year: 2009 ident: 10.1016/j.infsof.2022.107142_b6 – volume: 7 start-page: 3 issue: 4 year: 2020 ident: 10.1016/j.infsof.2022.107142_b59 article-title: A fundamental study for gamification design: Exploring learning tendencies’ effects publication-title: Int. J. Serious Games doi: 10.17083/ijsg.v7i4.356 – volume: 51 issue: 1 year: 2020 ident: 10.1016/j.infsof.2022.107142_b77 article-title: Do badges affect intrinsic motivation in introductory programming students? publication-title: Simul. Gam. – volume: 12 start-page: 3801 issue: 9 year: 2020 ident: 10.1016/j.infsof.2022.107142_b78 article-title: Teaching presence in online gamified education for sustainability learning publication-title: Sustainability doi: 10.3390/su12093801 – ident: 10.1016/j.infsof.2022.107142_b83 doi: 10.1109/FIE.2017.8190500 – start-page: 143 year: 2018 ident: 10.1016/j.infsof.2022.107142_b27 article-title: The dark side of gamification: An overview of negative effects of gamification in education – start-page: 1 year: 2013 ident: 10.1016/j.infsof.2022.107142_b70 article-title: Gamification of a Software Engineering Course and a detailed analysis of the factors that lead to it’s failure – year: 2020 ident: 10.1016/j.infsof.2022.107142_b71 article-title: Evaluation of gamification elements in a VR application for higher education – start-page: 319 year: 1989 ident: 10.1016/j.infsof.2022.107142_b113 article-title: Perceived usefulness, perceived ease of use, and user acceptance of information technology publication-title: MIS Q. doi: 10.2307/249008 – volume: 127 start-page: 190 year: 2019 ident: 10.1016/j.infsof.2022.107142_b41 article-title: Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica publication-title: Int. J. Hum. Comput. Stud. doi: 10.1016/j.ijhcs.2018.09.004 – volume: 127 start-page: 62 year: 2019 ident: 10.1016/j.infsof.2022.107142_b62 article-title: Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild publication-title: Int. J. Hum. Comput. Stud. doi: 10.1016/j.ijhcs.2018.09.003 – start-page: 1 year: 2019 ident: 10.1016/j.infsof.2022.107142_b110 article-title: Understanding development process of machine learning systems: Challenges and solutions – ident: 10.1016/j.infsof.2022.107142_b57 doi: 10.1145/2695664.2695752 – volume: 28 start-page: 1621 issue: 10 year: 2018 ident: 10.1016/j.infsof.2022.107142_b117 article-title: Using online meeting software to facilitate geographically dispersed focus groups for health workforce research publication-title: Qual. Health Res. doi: 10.1177/1049732318782167 – volume: 14 start-page: 94 issue: 2 year: 2016 ident: 10.1016/j.infsof.2022.107142_b29 article-title: Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class publication-title: Electron. J. E Learn. – volume: 115 start-page: 161 year: 2017 ident: 10.1016/j.infsof.2022.107142_b101 article-title: Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study publication-title: Comput. Educ. doi: 10.1016/j.compedu.2017.08.005 – volume: 6 start-page: 89 year: 2016 ident: 10.1016/j.infsof.2022.107142_b34 article-title: Gamification for health and wellbeing: A systematic review of the literature publication-title: Internet Interv. doi: 10.1016/j.invent.2016.10.002 – year: 2009 ident: 10.1016/j.infsof.2022.107142_b8 – start-page: 318 year: 2019 ident: 10.1016/j.infsof.2022.107142_b39 – start-page: 17 year: 2021 ident: 10.1016/j.infsof.2022.107142_b14 article-title: A systematic mapping of negative effects of gamification in education/learning systems – ident: 10.1016/j.infsof.2022.107142_b37 – ident: 10.1016/j.infsof.2022.107142_b43 – volume: 14 start-page: 55 issue: 6 year: 2016 ident: 10.1016/j.infsof.2022.107142_b91 article-title: Edugamifying media studies: Student engagement, enjoyment, and interest in two multimedia and social media undergraduate classrooms publication-title: Inf. Syst. Educ. J. – start-page: 392 year: 2019 ident: 10.1016/j.infsof.2022.107142_b73 article-title: Understanding the effect of gamification on learners with different personalities – year: 2015 ident: 10.1016/j.infsof.2022.107142_b92 article-title: Gamification for enforcing coding conventions – year: 2015 ident: 10.1016/j.infsof.2022.107142_b102 article-title: How revealing rankings affects student attitude and performance in a peer review learning environment – volume: 14 start-page: 758 issue: 6 year: 1988 ident: 10.1016/j.infsof.2022.107142_b106 article-title: The TAME project: Towards improvement-oriented software environments publication-title: IEEE Trans. Softw. Eng. doi: 10.1109/32.6156 – volume: 29 start-page: 516 issue: 3 year: 2017 ident: 10.1016/j.infsof.2022.107142_b24 article-title: Gamification: a systematic review of design frameworks publication-title: J. Comput. Higher Educ. doi: 10.1007/s12528-017-9150-4 – volume: 22 start-page: 2298 issue: 5 year: 2017 ident: 10.1016/j.infsof.2022.107142_b10 article-title: Naming the pain in requirements engineering publication-title: Empir. Softw. Eng. doi: 10.1007/s10664-016-9451-7 – year: 2015 ident: 10.1016/j.infsof.2022.107142_b26 – start-page: 639 year: 2013 ident: 10.1016/j.infsof.2022.107142_b89 article-title: So fun it hurts: Gamifying an engineering course – volume: 10 start-page: 2468 year: 2019 ident: 10.1016/j.infsof.2022.107142_b99 article-title: Gamification for internet gaming disorder prevention: Evaluation of a wise IT-use (WIT) program for Hong Kong primary students publication-title: Front. Psychol. doi: 10.3389/fpsyg.2019.02468 – start-page: 16 year: 2019 ident: 10.1016/j.infsof.2022.107142_b96 article-title: Adaptive gamification for learning environments publication-title: IEEE Trans. Learn. Technol. Inst. Electr. Electron. Eng. – volume: 75 start-page: 82 year: 2014 ident: 10.1016/j.infsof.2022.107142_b67 article-title: An empirical study comparing gamification and social networking on e-learning publication-title: Comput. Educ. doi: 10.1016/j.compedu.2014.01.012 – volume: 80 start-page: 152 year: 2015 ident: 10.1016/j.infsof.2022.107142_b76 article-title: Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance publication-title: Comput. Educ. doi: 10.1016/j.compedu.2014.08.019 – volume: 83 start-page: 57 year: 2015 ident: 10.1016/j.infsof.2022.107142_b98 article-title: Gamification in assessment: Do points affect test performance? publication-title: Comput. Educ. doi: 10.1016/j.compedu.2014.12.012 – volume: 88 start-page: 72 year: 2015 ident: 10.1016/j.infsof.2022.107142_b74 article-title: Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators publication-title: Comput. Educ. doi: 10.1016/j.compedu.2015.04.011 – volume: 24 start-page: 1162 issue: 6 year: 2014 ident: 10.1016/j.infsof.2022.107142_b103 article-title: Gamification and student motivation publication-title: J. Educ. Comput. Res. – volume: 22 start-page: 1903 issue: 4 year: 2016 ident: 10.1016/j.infsof.2022.107142_b12 article-title: Are delayed issues harder to resolve? Revisiting cost-to-fix of defects throughout the lifecycle publication-title: Empir. Softw. Eng. doi: 10.1007/s10664-016-9469-x – ident: 10.1016/j.infsof.2022.107142_b65 – ident: 10.1016/j.infsof.2022.107142_b93 doi: 10.1145/2691352.2691353 – volume: 7 start-page: 171 year: 2014 ident: 10.1016/j.infsof.2022.107142_b116 article-title: Negativity towards negative results: a discussion of the disconnect between scientific worth and scientific culture publication-title: Dis. Model. Mech. doi: 10.1242/dmm.015123 – year: 2018 ident: 10.1016/j.infsof.2022.107142_b86 article-title: Exploring gamification to prevent gaming the system and help refusal in tutoring systems – volume: 57 start-page: 1575 issue: 6 year: 2018 ident: 10.1016/j.infsof.2022.107142_b87 article-title: Gamifying a simulation: Do a game goal, choice, points, and praise enhance learning? publication-title: J. Educ. Comput. Res. doi: 10.1177/0735633118797330 – year: 2012 ident: 10.1016/j.infsof.2022.107142_b21 – volume: 11 start-page: 1 year: 2020 ident: 10.1016/j.infsof.2022.107142_b85 article-title: Investigating the potential of gamification to improve seniors’ experience and use of technology publication-title: Information doi: 10.3390/info11050249 – volume: 74 start-page: 14 year: 2015 ident: 10.1016/j.infsof.2022.107142_b18 article-title: Gamification in theory and action: A survey publication-title: Int. J. Hum. Comput. Stud. doi: 10.1016/j.ijhcs.2014.09.006 – year: 2007 ident: 10.1016/j.infsof.2022.107142_b46 – year: 2009 ident: 10.1016/j.infsof.2022.107142_b7 – year: 2020 ident: 10.1016/j.infsof.2022.107142_b1 – year: 2009 ident: 10.1016/j.infsof.2022.107142_b19 – year: 2019 ident: 10.1016/j.infsof.2022.107142_b4 – volume: 4 issue: 4 year: 2012 ident: 10.1016/j.infsof.2022.107142_b28 article-title: The gamification of learning and instruction: Game-based methods and strategies for training and education publication-title: Int. J. Gam. Comput. Mediat. Simul. – start-page: 23 year: 2012 ident: 10.1016/j.infsof.2022.107142_b16 article-title: Soviet and American precursors to the gamification of work – year: 2015 ident: 10.1016/j.infsof.2022.107142_b17 – start-page: 93 year: 2008 ident: 10.1016/j.infsof.2022.107142_b107 article-title: The focus group method as an empirical tool in software engineering – volume: 123 year: 2020 ident: 10.1016/j.infsof.2022.107142_b15 article-title: On the performance of hybrid search strategies for systematic literature reviews in software engineering publication-title: Inf. Softw. Technol. doi: 10.1016/j.infsof.2020.106294 – volume: 45 issue: 191 year: 2018 ident: 10.1016/j.infsof.2022.107142_b36 article-title: The rise of the motivational information systems: A review of gamification research publication-title: Int. J. Inf. Manage. – volume: 3 issue: 19 year: 2018 ident: 10.1016/j.infsof.2022.107142_b61 article-title: A playful approach to fostering motivation in a distance education computer programming course: Behaviour change and student perceptions publication-title: Int. Rev. Res. Open Distrib. Learn. – year: 2013 ident: 10.1016/j.infsof.2022.107142_b54 article-title: Exploring gamification techniques for classroom management – year: 2021 ident: 10.1016/j.infsof.2022.107142_b52 |
SSID | ssj0017030 |
Score | 2.48691 |
Snippet | While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding of these effects... |
SourceID | crossref elsevier |
SourceType | Enrichment Source Index Database Publisher |
StartPage | 107142 |
SubjectTerms | Education Focus group Gamification Learning Negative effects Snowballing Systematic mapping |
Title | Negative effects of gamification in education software: Systematic mapping and practitioner perceptions |
URI | https://dx.doi.org/10.1016/j.infsof.2022.107142 |
Volume | 156 |
hasFullText | 1 |
inHoldings | 1 |
isFullTextHit | |
isPrint | |
link | http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnV3PS8MwFH7sB4gX0ak4f4wcvNa1SZq23sZwTMVd5mC3kqRpmbiuzIk3_3aTNp0KouA15NHw8njvC_3e9wAuhZk2QM2MMO4rh0ZMOFwDC0cnRiPuTZgbmAbnhwkbz-jd3J83YFj3whhapc39VU4vs7Vd6Vtv9ovFoj_V4MDV5TPCuATKYRPamETMb0F7cHs_nmx_JpigriT3XMcY1B10Jc1L3-PLymh5YqyXAo_inyvUl6oz2oc9CxfRoDrRATRU3oGdmq3eMUOXLUHjELKJykoZb2RJGmiVoowvDRmo3IIWOVL1fqTPs3nja3WNpls1Z7TkRq8hQzxPUPFFyggVnwSYI5iNbh6HY8fOUXCkfhBsnDRhNGAaF_Ko7KMVRFIh3VSqkEj9pND1KXK5T1zlmx5nhalMcaqRDw3chIUhOYZWrr91AogHIgxVlErhJZQqn4dSMcF4mmgYIInXBVL7LpZWZNzMuniOazbZU1x5PDYejyuPd8HZWhWVyMYf-4P6WuJvwRLrOvCr5em_Lc9g10yar0g759DarF_VhcYjG9GD5tW717NR9wERf980 |
linkProvider | Elsevier |
linkToHtml | http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwnV3PS8MwFA5zgnoRnYrzZw5e49omTVtvMhxTt122gbeQpGmZuK7Mijf_dpM2nRNEwWt4IeHl8d4X-N73ALgSZtoAMTPCuK8QiahAXAMLpBOjEffG1AlMg_NwRPtT8vDkPzVAt-6FMbRKm_urnF5ma7vSsd7s5LNZZ6zBgaPLZ-R5JVAON8Am8XFgeH3XHyueh2tCuhLcc5Axr_vnSpKXfsXXhVHy9Dy9FLjE-7k-rdWc3h7YtWAR3lb32QcNlbXAVs1Vb5mRy5aecQDSkUpLEW9oKRpwkcCUzw0VqDSBswyq2h7q-xTvfKlu4Hil5Qzn3Kg1pJBnMczXhIxg_kV_OQTT3t2k20d2igKS-jtQoCSmJKAaFfKo7KIVWBIhnUSqEEv9odDVKXK4jx3lmw5n5RGZeInGPSRwYhqG-Ag0M33WMYA8EGGookQKNyZE-TyUigrKk1iDAIndNsC175i0EuNm0sULq7lkz6zyODMeZ5XH2wCtduWVxMYf9kH9LOxbqDBdBX7defLvnZdguz8ZDtjgfvR4CnbMzPmKvnMGmsXyTZ1rZFKIizLyPgH0Kd__ |
openUrl | ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Negative+effects+of+gamification+in+education+software%3A+Systematic+mapping+and+practitioner+perceptions&rft.jtitle=Information+and+software+technology&rft.au=Almeida%2C+Cl%C3%A1uvin&rft.au=Kalinowski%2C+Marcos&rft.au=Uch%C3%B4a%2C+Anderson&rft.au=Feij%C3%B3%2C+Bruno&rft.date=2023-04-01&rft.pub=Elsevier+B.V&rft.issn=0950-5849&rft.eissn=1873-6025&rft.volume=156&rft_id=info:doi/10.1016%2Fj.infsof.2022.107142&rft.externalDocID=S0950584922002518 |
thumbnail_l | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=0950-5849&client=summon |
thumbnail_m | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=0950-5849&client=summon |
thumbnail_s | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=0950-5849&client=summon |