The specialized literature defines Software Process Improvement (SPI) as the fundamental approach to improving software products in software development organizations. In this context, studies report several problems and difficulties that organizations face during the implementation of improvements. Although there are studies that address the problems highlighted in improvement programs, few studies still seek to identify practices in order to mitigate the negative effects of critical factors. Thus, the objective of this work is to discuss and analyze the results obtained in an Experience Report that consisted of a dynamic application with gamification elements in an SPI context related to learning in the treatment of recurring problems or difficulties in the implementation of improvements. It is noteworthy that the dynamics can be developed in organizations (commercial and academic) regardless of the improvement model or standard desired, since it was elaborated in relation to common problems experienced and identified in the SPI implementations scenario. The analysis of the obtained data was performed using an Evaluation Framework for Gamification in Software Engineering, which provided a standard structure for the design of evaluation studies for gamification cases.
In the current scenario, knowledge has become a valuable and indispensable organizational asset for the decision-making process in different types of organizations. Doing Knowledge Management, managing this business asset correctly, is a competitive advantage and an extremely important task. In this context, studies report that although knowledge has become an important asset, many organizations are unaware of or have difficulty managing this asset effectively. Therefore, it is necessary to explore the process of socialization and collaboration among the members of the organization, in order to stimulate the exchange of knowledge and the maintenance of existing knowledge in the organization, given the volatility of these assets. Thus, the objective of this work is to discuss and analyze the results obtained in an Experience Report that consisted the application of a gamification as a tool to support the teaching and learning of the knowledge management assets and process in the context of a Software Quality Laboratory, at a federal public university in Brazil. The data collected during the experiment were analyzed quantitatively. For this, Criteria, Research Questions, Metrics and Indicators were developed that guided this evaluation process in a quantitative way. At the end of the analysis of these data, the effectiveness and efficiency of this gamification proposal was proven in order to stimulate the teaching and learning process of knowledge management in Information Technology (IT).
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