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Towards Understanding Views on Combining Videos and Gamification in Software Engineering Training

This paper presents a survey-based study revealing that both software engineering students and industry practitioners hold similar positive views on combining gamification with video-based training to enhance engagement and learning outcomes.

Original authors: Pasan Peiris, Matthias Galster, Antonija Mitrovic, Sanna Malinen, Raul Vincent Lumapas, Jay Holland

Published 2026-02-24
📖 4 min read☕ Coffee break read

Original authors: Pasan Peiris, Matthias Galster, Antonija Mitrovic, Sanna Malinen, Raul Vincent Lumapas, Jay Holland

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are trying to learn a new skill, like cooking or coding. You have two main ways to do it: you can sit back and watch a chef (or a software engineer) on TV, or you can jump in and start chopping vegetables (or writing code).

This paper is about a study that asked: "What happens if we turn that boring TV show into a video game?"

Here is the breakdown of what the researchers found, using some everyday analogies.

The Problem: The "Couch Potato" Effect

The researchers started with a simple truth: Watching training videos passively is like eating popcorn while watching a movie. You enjoy it, but you don't really get full (you don't retain the knowledge). You might forget everything five minutes after the video ends.

To fix this, they looked at Gamification. Think of gamification as adding "power-ups," "badges," and "leaderboards" to your learning. It's the difference between just reading a map and playing a game where you have to collect coins to unlock the next level.

The Experiment: Students vs. Pros

The team asked two groups of people to try a video training platform for 40 minutes:

  1. University Students: The "learners" who are used to school.
  2. Industry Professionals: The "workers" who are already doing the job.

The platform had three main tasks:

  • Watching: Just hitting play.
  • Commenting: Writing thoughts on the video.
  • Reviewing: Reading what other people wrote.

The Findings: What Was Hard? What Was Fun?

1. The "Heavy Lifting" (Commenting)
Both students and pros agreed: Writing comments was the hardest part.

  • Analogy: It's like being asked to write a book review immediately after finishing a movie. It requires deep thinking, and most people just want to relax.

2. The "Boring Chore" (Reviewing)
Both groups found reading other people's comments the least fun.

  • Analogy: It's like being forced to read the comments section of a YouTube video. It feels like homework, not a game.

3. The "Main Event" (Watching)
Surprisingly, watching the videos was the most useful activity for everyone.

  • Analogy: Even though it's passive, it's still the core of the meal. You can't eat the dessert (the game) without the main course (the video).

The Gamification Twist: What Makes Us Play?

The researchers then asked: "If we added game elements, what would make you excited?"

  • Students loved Competition.
    • Analogy: They are like kids in a playground race. They want to see their name at the top of the leaderboard. They are used to school grades and exams, so they thrive on "winning."
  • Professionals loved Fun and Progress.
    • Analogy: They are like adults playing a casual mobile game. They don't care about beating their neighbor; they care about seeing their own progress bar fill up and having a good time. They want to feel accomplished, not stressed.

What made them angry?

  • Students hated bad design and too many ads. (Like a game that crashes or is full of pop-ups).
  • Professionals hated being forced to do things and unclear goals. (Like a boss telling you to run a marathon but not telling you the finish line).

The Big Takeaway: Don't Just Gamify One Thing

The study suggests that if you want to make video training better, don't just add points to the "watching" part. You need to gamify the whole experience.

  • For the "Boring" parts: Use game mechanics to make reviewing comments feel less like a chore and more like a puzzle.
  • For the "Hard" parts: Use rewards to make writing comments feel less like work.

The Warning Label

The researchers admit there is a catch. Just because people say they like games doesn't mean they will actually learn better.

  • Students might think, "Oh, a game! I'll learn more!"
  • Professionals might think, "Is this just a toy? Will this actually help me fix a server bug?"

The Bottom Line

If you are building training software for software engineers:

  1. Everyone agrees that watching videos is the most helpful part.
  2. Everyone agrees that commenting is hard and reviewing is boring.
  3. Students want to compete; Professionals want to have fun and see progress.
  4. Don't make it annoying. If the game is buggy, has too many notifications, or feels fake, people will quit.

In short: Gamification is a great spice for your training video, but if you use too much or the wrong kind, it ruins the meal. You have to tailor the "game" to who is eating it.

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