Abstract

This article describes a configurable and computable instructional model based on gamification elements. The empirical evaluation of the model is also reported using the software engineering area as the scope of application. In the experimental study two treatments were compared: the traditional dynamics of using a paper document for the Performance Test, and the use of a Virtual Learning Environment configured based in the model; the dependent variables considered were time and score. From the statistical analysis it was possible to conclude that the students did not present significant differences in the scores obtained in both treatments; however, the time turned out to be a variable with significant differences.

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