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        <identifier>oai:drops-oai.dagstuhl.de:28034</identifier>
        <datestamp>2026-10-05T06:44:05Z</datestamp>
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          <dc:title>Does Gamification Improve Video-Based Soft Skills Training of Software Engineering Professionals?</dc:title>
          <dc:creator>Peiris, Pasan</dc:creator>
          <dc:creator>Galster, Matthias</dc:creator>
          <dc:creator>Mitrovic, Antonija</dc:creator>
          <dc:creator>Malinen, Sanna</dc:creator>
          <dc:creator>Lumapas, Raul Vincent</dc:creator>
          <dc:creator>Holland, Jay</dc:creator>
          <dc:subject>Software engineering</dc:subject>
          <dc:subject>Soft Skills</dc:subject>
          <dc:subject>Gamification</dc:subject>
          <dc:subject>Video-based training</dc:subject>
          <dc:subject>Empathy</dc:subject>
          <dc:subject>Communication Skills</dc:subject>
          <dc:subject>Professional development</dc:subject>
          <dc:description>Soft skills are essential for software engineers. For example, effective communication and collaboration are critical for the design and delivery of software solutions. However, many organizations lack the resources to systematically support soft skills training. Although video-based training provides a flexible approach, it easily leads to shallow learning. To support engagement, active video watching integrates reflective activities, such as commenting on videos and reviewing peers’ comments. Gamifying these activities can further increase engagement. However, effective gamified training must carefully consider the target audience of the training. Therefore, this emerging results paper investigates the impact of gamification on the engagement, learning, and attitudes of software professionals participating in video-based soft skills training. We conducted an experiment involving 48 software professionals who completed a presentation skills training program. Our findings indicate that gamified video-based training did not significantly improve engagement or learning when compared to a non-gamified training. Nevertheless, participants generally expressed more positive attitudes toward gamified training. Based on these findings, we discuss several design considerations for technology-supported professional development for software professionals.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Pasan Peiris and Matthias Galster and Antonija Mitrovic and Sanna Malinen and Raul Vincent Lumapas and Jay Holland</dc:contributor>
          <dc:date>2026</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 394, 20th International Symposium on Empirical Software Engineering and Measurement (ESEM 2026)</dc:relation>
          <dc:type>InProceedings</dc:type>
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          <dc:identifier>doi:10.4230/LIPIcs.ESEM.2026.66</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-280344</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.ESEM.2026.66</dc:identifier>
          <dc:language>eng</dc:language>
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