A Comparative Study of Online vs. Onsite Training for Scrum Using Gamification

WANTANA SISOMBOON

Abstract


Since the World Health Organization announced the 2019 coronavirus disease (COVID-19) in 2020, 77 countries have reported cases of COVID-19. Various organization have demonstrated the ability to reduce the COVID-19 virus transmission. In response, many software industries have transformed to having people work online. It was a big adaptation for the workers. Scrum is an agile project management framework which is widely used in many organizations.  Use of online Scrum tools is increasing rapidly nowadays. For education, the Scrum approach was adopted for Software Engineering students to learn the current way of developing software projects. This research aims to compare the effectiveness of learning to develop software utilizing a Scrum framework by comparing between online and onsite groups of students. Gamification, which is the application of game elements in a non-game context, was adopted to enable this learning. Game components are used to increase team motivation and change behavior. Six research questions were produced to compare the difference between learning Scrum utilizing gamification online and onsite. The first four questions compare the differences between online and onsite students’ opinions toward using the agile framework, based on four key values of the agile manifesto. The online group responded to change better than the onsite group, whereas there was no significant difference in the other three values. The fifth question examined negative Scrum activities. The result showed that the Velocity chart was the most difficult technique to understand. The fun game aspects were evaluated in the last question. The results show that for both online and onsite participants, the “Leader board” was the students’ favorite fun game element.


Full Text:

PDF

References


Ayunda, P. L., & Budiardjo, E. K. (2020). Evaluation of Scrum Practice Maturity in Software Development of Mobile Communication Application. 2020 3rd International Conference on Computer and Informatics Engineering (IC2IE), 317-322, doi: 10.1109/IC2IE50715.2020.9274625

Bapat, H. B., & Hole, S. Y. (2020). A comparative study of online and offline mode of management education. Journal of Archaeology of Egypt/Egyptolog, 17(7). https://www.researchgate.net/

Beck K. (2001). Manifesto for Agile Software Development. https://agilemanifesto.org/

Schmidt, D. S., & Ramot, R. (2020). Opportunities and challenges: teacher education in Israel in the Covid-19 pandemic. Journal of Education for Teaching. 46(3). 1-10. doi: 10.1080/02607476.2020.1799708.

Hermanto, S., Kaburuan, E. R. & Legowo, N. (2018). Gamified Scrum Design in Software Development Projects. 2018 International Conference on Orange Technologies (ICOT), 1-8, doi: 10.1109/ICOT.2018.8705897.

Hof, S., Kropp, M., & Landolt, M. (2017). Use of Gamification to Teach Agile Values and Collaboration: A multi-week Scrum simulation project in an undergraduate software engineering course. The 2017 ACM Conference, 323-328. doi: 10.1145/3059009.3059043.

Jirapanthong, W., (2021). The Study of Active Learning on the Course of Game Project Management with Agile. JOURNAL OF INFORMATION SCIENCE AND TECHNOLOGY, 11(1), 30-38. https://doi.org/10.14456/jist.2021.4

Naik, N., & Jenkins, P. (2019). Relax, It’s a Game: Utilising Gamification in Learning Agile Scrum Software Development. 2019 IEEE Conference on Games (CoG), 1-4, doi: 10.1109/CIG.2019.8848104.

Pedreira, O., García, F., Piattini, M., Cortiñas. A., & Cerdeira p. A. (2020). An architecture for software engineering gamification. Tsinghua Science and Technology, 25(6), 776-79. doi: 10.26599/TST.2020.9010004.

Schäfer, U. (2017). Training Scrum with gamification: Lessons learned after two teaching periods. Conference: 2017 IEEE Global Engineering Education Conference (EDUCON), 754-761, DOI: 10.1109/EDUCON.2017.7942932

Singh, J., Dhindsa, K. S. & Singh, J. (2020). Performing Reengineering using Scrum Agile Framework, 2020 Indo-Taiwan 2nd International Conference on Computing, Analytics and Networks (Indo-Taiwan ICAN), 33-35, doi: 10.1109/Indo-TaiwanICAN48429.2020.9181328.

Soesanto, R. (2021). Gamification for Student Achievement in Classroom: In Search of Requirement for Student Achievement Application. International Journal of Innovation in Enterprise System. 5. 90-99. doi: 10.25124/ijies.v5i02.138.

Thiel, S. (2016) A Review of Introducing Game Elements to e-Participation. 2016 Conference for E-Democracy and Open Government (CeDEM), 3-9, doi: 10.1109/CeDEM.2016.14.

Xiao1 B., Su, K., & Xiao, X. S. (2020). A Requirement Engineering Approach to User-Centered Design. Journal of Physics: Conference Series. 1453.


Refbacks

  • There are currently no refbacks.