检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:王亚飞[1] 杨波[1] 王星[1] 田金英[1] WANG Yafei YANG Bo WANG Xing TIAN Jinying(School oflnformation, RUC, Beijing 100872, China)
机构地区:[1]中国人民大学信息学院
出 处:《信息系统学报》2016年第2期19-29,共11页China Journal of Information Systems
基 金:国家自然科学基金项目(91546125,71072147)
摘 要:在软件测试中引入游戏化思维,可以增加软件测试的趣味性,提高测试效率。本文选择了三家不同规模企业的软件测试项目进行多案例研究,探究哪些类型的游戏化元素适用于软件测试项目及不同职位的人员适用哪些游戏化测试类型。研究结果表明,游戏化的引入可以提高软件测试项目的效率与质量,改善项目组内部的工作氛围,降低员工的离职率。然而,过分关注积分化奖励机制、排行榜差距过大及单纯的数量竞赛,反而可能导致测试质量的下降。Introducing gamification in software testing can make it more interesting and improve the testing efficiency. This paper presents the analysis based on interviews with software testers in three different software-testing projects. We mainly studied what kind of gamifieation elements are applied to software testing projects and specifically what kind of gamification elements are applied to people in different positions. The results indicate that gamification can improve the efficiency and quality of projects to improve internal project team working atmosphere, reduce employee turnover. And we found that too much attention to the integration of incentives, ranking disparity is too large and just the number of competition in software testing may also lead to a decline to test quality.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.170