In English

An Experiment on the E ectiveness of Unit Testing when Introducing Gamification

Marcus Johansson ; Erik Ivarsson
Göteborg : Chalmers tekniska högskola, 2014. 79 s.
[Examensarbete på avancerad nivå]

Software testing has been associated with both technical and socio-technical diculties. While software systems grow larger and are becoming more complex, there is simultaneously a problem with lack of motivation and interest in the software testing process. The purpose of this study is to research how the concept of Gami cation, which has shown positive e ects in varying areas of application, can be used to increase the effectiveness of unit testing, as well as increasing the motivation and interest among the software testers. The focus of the study was put on the number of defects found, as well as the percentage of requirements covered by tests when measuring e ectiveness. The e ect of Gami cation in unit testing was researched through an experiment involving 24 subjects. The subjects were sampled into two groups, one group with Gami cation applied to their testing process, and one group without Gami cation applied to their testing process. The subjects conducted, during a one hour testing session, unit testing on a selected system, which had been seeded with a speci c number of faults. The results show that the Gami cation group found signi cantly more defects and received a signi cantly higher percentage of requirements covered by tests, than the Control group. Moreover, the results show that the Gami cation group found the task signi cantly more interesting than the Control group. We conclude that, even if the signi cantly higher number of found defects and requirements covered by tests are hard to correlate to speci c Gami cation elements; Gami cation might be used to improve the stated variables of e ectiveness in software testing.

Publikationen registrerades 2015-08-12.

CPL ID: 220540

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