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dc.contributor.authorRestrepo-Tamayo L.M
dc.contributor.authorGasca-Hurtado G.P.
dc.date.accessioned2024-07-31T21:07:16Z
dc.date.available2024-07-31T21:07:16Z
dc.date.created2023
dc.identifier.isbn9783031423062
dc.identifier.issn18650929
dc.identifier.urihttp://hdl.handle.net/11407/8525
dc.descriptionFocus group discussion is an empirical research method for qualitative studies aimed at eliciting information and perceptions from practitioners. This method is used in software engineering to validate and generalise research results. However, the time available to conduct the sessions could be improved, more tools are required to achieve the discussion in a structured way, and it is vital to avoid the inhibition of the participants. This study proposes a gamification-based strategy to conduct research in which the focus group method is paramount for validation and overcoming some mentioned limitations. For this purpose, a gamification strategy design method consisted of five phases: planning, design, pilot testing, programming and evaluation. The designed strategy was applied in a focus group of seven professionals to prioritise six non-technical factors required in software development teams within Industry 4.0. Applying the gamified strategy allowed us to capture the feelings of all group members methodically within a limited time window. Therefore, the strategy is a potential structured tool for conducting focus group sessions. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
dc.language.isoeng
dc.publisherSpringer Science and Business Media Deutschland GmbH
dc.relation.isversionofhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85172082119&doi=10.1007%2f978-3-031-42307-9_5&partnerID=40&md5=8e7e127e3dab309cb049a54610320fed
dc.sourceCommunications in Computer and Information Science
dc.sourceCommun. Comput. Info. Sci.
dc.sourceScopus
dc.subjectFocus groupeng
dc.subjectGamificationeng
dc.subjectNon-technical factorseng
dc.subjectSoftware engineeringeng
dc.subjectComputer programmingeng
dc.subjectCase-studieseng
dc.subjectEmpirical research in software engineeringeng
dc.subjectEmpirical research methodeng
dc.subjectFocus group methodeng
dc.subjectFocus groupseng
dc.subjectGamificationeng
dc.subjectGroup discussionseng
dc.subjectNon-technical factorseng
dc.subjectQualitative studyeng
dc.subjectResearch resultseng
dc.subjectSoftware designeng
dc.titleGamified Focus Group for Empirical Research in Software engineering: A Case Studyeng
dc.typeconference paper
dc.rights.accessrightsinfo:eu-repo/semantics/restrictedAccess
dc.publisher.programIngeniería de Sistemasspa
dc.publisher.programIngeniería Industrialspa
dc.type.spaDocumento de conferencia
dc.identifier.doi10.1007/978-3-031-42307-9_5
dc.relation.citationvolume1890 CCIS
dc.relation.citationstartpage59
dc.relation.citationendpage71
dc.publisher.facultyFacultad de Ingenieríasspa
dc.affiliationRestrepo-Tamayo, L.M., Universidad de Medellín, Carrera 87 No. 30-65, Medellín, 50026, Colombia
dc.affiliationGasca-Hurtado, G.P., Universidad de Medellín, Carrera 87 No. 30-65, Medellín, 50026, Colombia
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dc.type.versioninfo:eu-repo/semantics/publishedVersion
dc.identifier.reponamereponame:Repositorio Institucional Universidad de Medellín
dc.identifier.repourlrepourl:https://repository.udem.edu.co/
dc.identifier.instnameinstname:Universidad de Medellín
dc.contributor.eventProceedings of the 30th European Conference on Systems, Software and Services Process Improvement, EuroSPI 2023


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