BIPMIN: A Gamified Framework for Process Modeling Education
Abstract
:1. Introduction
1.1. Goal
1.2. Scope
1.3. Paper Structure
2. Background
2.1. Business Process Modeling Notation
2.1.1. Tasks
- User Tasks: Activities that are performed by a human user with the assistance of a software application;
- Manual Tasks: Tasks that are manually performed by users without any kind of software application;
- Service Tasks: Tasks that are performed by software applications.
2.1.2. Flows
2.1.3. Events
- Receiving a message, either during a process or as the starting action of a process; identified by the outline of an envelope.
- Sending a message, either in the middle or at the end of a process; identified by a filled-in envelope.
- Timer events signify waiting for a time condition to become true, after which it becomes possible to either start a Process, start a Sub-Process or wait in the middle of a process flow; identified by a clock.
- Events used to catch and handle errors; identified by a distorted N-like shape.
2.1.4. Gateways
- Exclusive gateways. When used for splitting, they allow only one flow to proceed, while, if used for receiving, they wait for one incoming branch to complete before continuing the flow. The flow that is allowed to proceed in case of splitting execution is the one where the activation condition connected to the gateway is verified. Exclusive gateways are identified by the X symbol.
- Inclusive gateways. They are used to allow one or more incoming flows to proceed, based on specified conditions, in case of splitting execution; instead, if they are used in reception, they wait for all incoming flows to complete before continuing execution. These gateways are identified by the + symbol.
- Parallel gateways. They split the incoming flow into all the outgoing branches (splitting) while also being used to wait for the completion of all the incoming branches before continuing (receiving). Parallel gateways are identified by a circle symbol.
2.1.5. Pools
2.1.6. BPMN Diagram Evaluation
2.2. Gamification
- The need for competence has been addressed by providing the player with opportunities to earn points, awards and badges and compare their competence with other players through leaderboards [20];
- The need for autonomy has been addressed by providing players with a choice of avatars, diverging story paths and choice of ways to play [23];
- 1.
- Epic Meaning and Calling: the feeling users have when they believe that they are doing something greater than themselves, or that they have been chosen for something. This is usually applied when users dedicate their time to creating something new for their community.
- 2.
- Accomplishment: the internal drive of making progress, developing skills and eventually overcoming challenges. Considered a necessary drive, as rewards without a challenge behind them are viewed as meaningless, as well as the easiest one to design.
- 3.
- Empowerment of Creativity and Feedback: the feeling of being part of a creative process, which encourages users to repeatedly figure things out, and try new combinations of actions. It is important to allow users to express their creativity, show the results of said creativity, receive new feedback and then respond in turn.
- 4.
- Ownership and Possession: the drive works by making users feel like they own something, innately guiding them to actions that improve what they already own and that make them own new things. This likely leads to users spending more time on customizing their avatars in gamified systems, as well as users also hoarding virtual currencies.
- 5.
- Social Influence and Relatedness: this drive incorporates the social elements that motivate people, such as acceptance, companionship, competition and envy. Seeing friends being particularly skilled at some activity or in possession of some rare or valuable elements can be an excellent motivator to try and reach the same heights.
- 6.
- Scarcity and Impatience: the feeling of wanting something because it is not possible to have it already; delaying the unlocking of something motivates people to think about it for a long time.
- 7.
- Unpredictability and Curiosity: the drive of wanting to find out what happens next, as the feeling of the unknown engages the brain and makes people think about the gamified system.
- 8.
- Loss and Avoidance: a Core Drive based upon the avoidance of something negative happening. Particularly strong with limited opportunities that can fade away, as it drives people to act immediately to avoid losing something forever.
2.2.1. Game Elements
2.2.2. Gamification in Education
2.2.3. Gamification in Computer Engineering
2.3. Related Work
- Game. A metamodel composed of levels with increasing difficulty, with each level being formed by groups that represent specific domain areas (e.g., different kinds of UML diagrams). Groups have achievements associated with them, and achievements are earned after successfully completing a series of predefined tasks.
- Project. A metamodel used to represent the project structure of the tool, listing all the various projects, folders and files.
- Status. The final metamodel differs from the other two as it is not instantiated at design time, but it is only used during runtime to keep track of all game processes during a specific game instance. The structure of a Status metamodel mirrors that of a Game one.
3. The Proposed Framework
3.1. Selected Game Elements
- Progress focuses on game elements that display the users’ progression through a set of tasks. In this study, the use of progress bars was adopted, such as the one shown in Figure 6. Progress can also refer to an increasing level of competence for the user. In games, this competence level is often represented by a skill level. In this study, a skill level was also included in this version of the web application, with users being able to progress through four different skill levels: from “Noob” to “Padawan” to “Genius” and finally to “Grandmaster”. The labels of these skill levels were chosen with reference to popular culture in an effort to be more appealing to students of Computer Engineering.
- Competition focuses on game elements that compare users to one another. This version of the web application made use of a leaderboard to display and rank the progress of all users of the application, encouraging users to seek out the top position. In conjunction with the leaderboard, it was also necessary to implement a point-based system, with users earning experience points upon completion of exercises. These experience points (XP) were then used as the metric for ranking users on the leaderboard. User avatars were also included in this version, providing users with a simple way to project their personality into the system, which was also shared with their peers in the leaderboard display. Users were provided with the option of selecting from a set of 12 different avatars, each of a caricatured animal. An example of these three game elements in use is shown in Figure 7.
- Rewards focus on awarding the user with prizes for completing tasks. In this version of the web application, rewards are intangible and are represented by pieces of a jigsaw puzzle. Upon completion of exercises, users are rewarded with a number of jigsaw pieces proportional to the difficulty of the exercise. These jigsaw pieces come together to form a hidden image, with users only able to view the portions of the image shown on the pieces they have collected. This version also implements unlockables, which is another game element related to rewards. In the web application, subsequent exercises are locked and can not be attempted until a sufficient number of previous exercises have been successfully completed.
3.2. Implementation
3.2.1. Exercises
3.2.2. Evaluation Engine
- 1.
- Specific BPMN components must be present in the diagram.
- This rule defines the number of components that must be present in the completed diagram. For example:{"StartEvent": 1, "Task": 2, "EndEvent": 1}requires the diagram to contain exactly one starting event, two tasks and one ending event.
- 2.
- Connections are required between components of a specified type.
- This rule defines which connections between components are required to be present in the completed diagram. The connection is defined by specifying a target of a given component type. For example:{"Target_ExclusiveGateway" : "Task"}requires an exclusive gateway to be connected to a task. These components are evaluated in order, meaning that in this example, the task must follow the exclusive gateway in the flow sequence.
- 3.
- A component with a specific type definition must be present.
- This rule defines which type definitions must exist for specific components in the diagram. For example:{"Definition_EndEvent" : "TerminateEventDefinition"}requires an end event to be of type terminate.
- 4.
- A specific message flow from one element to another.
- This rule defines the message flow connections required in diagrams with multiple pools. For example:{"MessageFlow_Task" : "StartEvent"}requires a message flow connection from a task in one pool to a start event in another pool.
- 5.
- Number of outgoing connections on a specific component type.
- This rule defines the number of subsequent sequence flows coming from a component in the diagram. For example:{"Outgoing_ExclusiveGateway" : 2}means that an exclusive gateway must have exactly two outgoing connections to other components.
- 6.
- Number of incoming connections on a specific component type.
- This rule defines the number of prior sequence flows coming into a component in the diagram. For example:{"Incoming_ExclusiveGateway" : 2}means that an exclusive gateway must have exactly two incoming connections from other components.
Listing 1. Code for checking criteria five. | |||
1 | const componentNode = elementRegistry.filter( | ||
2 | (e) => | ||
3 | e.type === "bpmn: " + component | ||
4 | ) | ||
5 | for(let comp of componentNode){ | ||
6 | if(comp.outgoing.length === numberOut){ | ||
7 | satisfied =true | ||
8 | } | ||
9 | } |
3.2.3. User Interface
4. Preliminary Evaluation
4.1. Design
4.1.1. Goal
The purpose of this study is to evaluate and improve the usability and motivation of participants in using different game elements in motivating students to interact with a gamified BPMN modeling application from the point of view of software development researchers in the context of an educational environment.
Object of study | gamified BPMN modeling application |
Purpose | evaluate and improve |
Focus | effectiveness at encouraging student interaction |
Context | educational environment |
Stakeholders | developers, researchers, teachers |
4.1.2. Research Questions and Metrics
- RQ1:Is the system effective in motivating students to perform modeling tasks?
- RQ2:What is the usability of the system?
- RQ3:Which game elements are preferred by the users of the system?
- Successfully log in to the application;
- Easily navigate to their desired location;
- Understand how to complete exercises within the application;
- Understand the feedback provided by the application to easily recover from any errors, and
- interact positively with the game elements implemented.
4.1.3. Participants
4.1.4. Procedure
4.1.5. Methods
4.2. Results
4.2.1. Motivation (RQ1)
4.2.2. Usability (RQ2)
4.2.3. Preferred Gamification Elements (RQ3)
4.2.4. General Observations
- the majority of participants were noted to improve their component labelling practices during their use of the tool. After their first error notification about a component missing a label, they remembered in subsequent exercises to label all their components. Some participants even labelled more components than were deemed necessary by the linting module. Other participants already had good labelling practices and never experienced errors relating to missing labels.
- during the trial, some participants initially used the wrong type of component required for the exercise. Upon being notified and correcting their error, in subsequent exercises, these participants learnt to consider the types of components before submitting their solutions.
- generally, participants were noted to learn from previous errors and did not repeat any mistakes.
4.3. Recommendations
- 1.
- results from this study found the top most enjoyable game elements to be: rewards, levels, progress bars, aesthetics, avatars and leaderboards. We therefore plan to keep such elements in the final version of the application. In particular, the rewards element was deemed both the most motivational and enjoyable by the participants in the evaluation for this study.
- 2.
- aesthetics was also found to be a key attribute that was important for motivation and enjoyment. The general aesthetics of BIPMIN were found to be pleasing to participants of the trial program and should be retained in future versions of the application. If any changes to the aesthetic design are proposed, they should be carefully considered.
- 3.
- this study only considered eight-game elements. However, many more game elements could be incorporated into the application. Of the elements analyzed in Section 2 the following could be suitably incorporated into BIPMIN:
- Storytelling
- Badges
- Quests
Future studies could measure which elements are most interacted with by users to assess the effectiveness of the different elements in a combined application. - 4.
- observations from the trial program indicated that the competition version might perform better in a classroom environment. Therefore, it is recommended to keep the game elements from the competition version in the final version of the application and to design an experiment to further test its motivational potential.
5. Threats to Validity
6. Conclusions and Future Work
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Element | Core Drive | Motivation |
---|---|---|
Progress Bars | Empowerment | Tying visual feedback to skill progression |
Skill Levels | Accomplishment | Encouraging skill progression by increasing appeal |
Leaderboards | Social Influence | Implementing competition between users |
Experience Points | Accomplishment | Gauging user progress, ranking users |
Avatars | Ownership | Allowing users to customise their experience |
Prizes | Ownership | Giving users a reason to keep solving new exercises |
Unlockable Exercises | Unpredictability | Giving users new challenges and new rewards |
Task | Description |
---|---|
T1 | Complete the tutorial. Once you have finished, ask the facilitator to check your solution. |
T2 | Log in to your account using the credentials provided. |
T3 | 1. Enter the progress version and complete the first exercise. 2. Note your current skill level. 3. Return to the main screen. |
T4 | 1. Enter the competition version and complete the first exercise. 2. Note your position on the leaderboard. 3. Choose your avatar. 4. Return to the main screen. |
T5 | 1. Enter the rewards version and complete the first exercise. 2. Note your reward collection. 3. Return to the main screen. |
T6 | Complete 1 extra exercise from the version of your choice. |
T7 | Complete further exercises if desired, with the version of your choice, then please fill out the post-experiment surveys. |
Task | Success Criteria | Metrics |
---|---|---|
T1 | The participant follows the instructions provided and is able to complete the exercise (in 5 min) | - Time to complete - Number of requests to check the solution |
T2 | The participant logs in to the tool successfully (in 30 s) | - Time to complete |
T3 | 1. The participant completes the first exercise (in 5 min) 2. The participant records their level (in 30 s) 3. The participant returns to the home screen (in 30 s) | - Time to complete - Number of clicks on the check solution button |
T4 | 1. The participant completes the first exercise (in 5 min) 2. The participant records their rank (in 30 s) 3. The participant selects a new avatar (in 2 min) 4. The participant returns to the home screen (in 30 s) | - Time to complete - Number of clicks on the check solution button |
T5 | 1. The participant completes the first exercise (in 5 min) 2. The participant records the number of pieces collected (in 1 min) 3. The participant returns to the home screen (in 30 s) | - Time to complete - Number of clicks on the check solution button |
T6 | The participant completes an exercise (in 5 min) | - Time to complete - Number of clicks on the check solution button |
T7 | N/A |
Version | Game Element |
---|---|
Progress | Progress bars |
Levels | |
Competition | Leaderboard |
Avatars | |
Points | |
Rewards | Rewards |
Unlockables | |
All | Aesthetics |
Task Order | |||
---|---|---|---|
Participant | First | Second | Third |
1 | T3 | T4 | T5 |
2 | T4 | T5 | T3 |
3 | T5 | T3 | T4 |
4 | T3 | T5 | T4 |
5 | T4 | T3 | T5 |
6 | T5 | T4 | T3 |
Task | Criteria | Result |
---|---|---|
T1 | 5:00 | 3:33 |
T2 | 0:30 | 0:14 |
T3.1 | 5:00 | 2:50 |
T3.2 | 0:30 | 0:07 |
T4.1 | 5:00 | 4:32 |
T4.2 | 0:30 | 0:08 |
T4.3 | 2:00 | 0:06 |
T5.1 | 5:00 | 4:58 |
T5.2 | 1:00 | 0:06 |
T6 | 5:00 | 4:50 |
T3.3/4.4/5.3 | 0:30 | 0:14 |
Participant | T1 | T3 | T4 | T5 | T6 |
---|---|---|---|---|---|
1 | 2 | 1 | 3 | 4 | 3 |
2 | 1 | 5 | 3 | 1 | 3 |
3 | 1 | 2 | 3 | 2 | 1 |
4 | 1 | 3 | 3 | 3 | 1 |
5 | 1 | 3 | 2 | 2 | 2 |
6 | 2 | 1 | 2 | 2 | 1 |
7 | 1 | 3 | 1 | 1 | 2 |
8 | 1 | 2 | 2 | 2 | 2 |
9 | 1 | 1 | 2 | 1 | 1 |
10 | 1 | 2 | 2 | 1 | 1 |
11 | 1 | 1 | 2 | 2 | 2 |
12 | 1 | 4 | 2 | 2 | 6 |
Participant | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
Score | 90 | 70 | 90 | 97.5 | 65 | 92.5 | 90 | 85 | 80 | 97.5 | 92.5 | 80 |
Average | 85.8 |
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Bedwell, K.; Garaccione, G.; Coppola, R.; Ardito, L.; Morisio, M. BIPMIN: A Gamified Framework for Process Modeling Education. Information 2023, 14, 3. https://doi.org/10.3390/info14010003
Bedwell K, Garaccione G, Coppola R, Ardito L, Morisio M. BIPMIN: A Gamified Framework for Process Modeling Education. Information. 2023; 14(1):3. https://doi.org/10.3390/info14010003
Chicago/Turabian StyleBedwell, Kylie, Giacomo Garaccione, Riccardo Coppola, Luca Ardito, and Maurizio Morisio. 2023. "BIPMIN: A Gamified Framework for Process Modeling Education" Information 14, no. 1: 3. https://doi.org/10.3390/info14010003
APA StyleBedwell, K., Garaccione, G., Coppola, R., Ardito, L., & Morisio, M. (2023). BIPMIN: A Gamified Framework for Process Modeling Education. Information, 14(1), 3. https://doi.org/10.3390/info14010003