Scrumming: Gamifying a Dashboard for Undergraduate Student Motivation

Scrumming: Gamifying a Dashboard for Undergraduate Student Motivation

Adriana Peña Pérez Negrón, Jose Luis David Bonilla Carranza, Mirna Muñoz, Sonia Osorio Angel
ISBN13: 9781668442876|ISBN10: 1668442876|EISBN13: 9781668442883
DOI: 10.4018/978-1-6684-4287-6.ch026
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MLA

Peña Pérez Negrón, Adriana, et al. "Scrumming: Gamifying a Dashboard for Undergraduate Student Motivation." Handbook of Research on the Influence and Effectiveness of Gamification in Education, edited by Oscar Bernardes, et al., IGI Global, 2022, pp. 521-540. https://doi.org/10.4018/978-1-6684-4287-6.ch026

APA

Peña Pérez Negrón, A., Bonilla Carranza, J. L., Muñoz, M., & Osorio Angel, S. (2022). Scrumming: Gamifying a Dashboard for Undergraduate Student Motivation. In O. Bernardes, V. Amorim, & A. Moreira (Eds.), Handbook of Research on the Influence and Effectiveness of Gamification in Education (pp. 521-540). IGI Global. https://doi.org/10.4018/978-1-6684-4287-6.ch026

Chicago

Peña Pérez Negrón, Adriana, et al. "Scrumming: Gamifying a Dashboard for Undergraduate Student Motivation." In Handbook of Research on the Influence and Effectiveness of Gamification in Education, edited by Oscar Bernardes, Vanessa Amorim, and Antonio Carrizo Moreira, 521-540. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-6684-4287-6.ch026

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Abstract

Software project management is a multitask process that involves planning, organizing, monitoring, and controlling. And Scrum is an agile project management method based on self-organized teams; that is, the team members, although guided by a product owner and the Scrum master, evaluate the project's tasks and decide who will take care of them and the schedule. However, in academia, the Scrum method might not work as expected in a professional environment because of the commitment of the team members. Also, it seems more proper for the students to be motivated to take care of more diverse tasks, not just those they are comfortable with. By gamifying the Scrum dashboard for their final subject project, the motivation to take varied and challenging activities is expected. A study was conducted where the main results indicate that the teams under a gamified project in the academy context, have a greater tendency to complete the project.

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