Publications
>
Article

Learning and Motivational Impact of Using a Virtual Reality Serious Video Game to Learn Scrum

Publicated to:Ieee Transactions On Games. 15 (3): 430-439 - 2023-09-01 15(3), DOI: 10.1109/TG.2022.3213127

Authors: López-Fernández, D; Mayor, J; Pérez, J; Gordillo, A

Affiliations

Univ Politcn Madrid, Dept Sistemas Informt, ETSI Sistemas Informt, Madrid 28040, Spain - Author
Universidad Politécnica de Madrid - Author

Abstract

Today, there is a great variety of learning techniques and methodologies: traditional lectures, role-plays, group dynamics, project-based learning, simulations, educational games, and so on. Regarding technology-enhanced learning, the educational usage of Virtual Reality is innovative and the initiatives carried out suggest that this technology is an appealing medium for young people that facilitates an active and effective teaching. On the other hand, agile methodologies are widely spread across the IT industry and it is necessary to look for the best techniques to learn them in the most appropriate way. This contribution presents a Virtual Reality serious video game, named ScrumVR, which aims to teach the key aspects of the most widespread agile methodology for software development: Scrum. To do so, this video game tries to gets players closer to their first weeks of work within a Scrum team. The empirical results, gathered through a case study conducted with 78 software engineering students and supported by instruments such as pre-post tests and questionnaires, indicate that ScrumVR facilitates the learning of the roles, meetings, artifacts, and practices employed in Scrum, and contributes to enhance student's motivation and the whole learning experience.

Keywords

agile methodologiescomputer gamescomputer scienceeducationgame-based learningknowledge acquisitionscrumscrum (software development)softwarevirtual realityvirtual reality (vr)Agile methodologiesComputer scienceEducationEmpirical-evidenceGame-based learningGamesKnowledge acquisitionScrumScrum (software development)SoftwareVirtual reality

Quality index

Bibliometric impact. Analysis of the contribution and dissemination channel

The work has been published in the journal Ieee Transactions On Games due to its progression and the good impact it has achieved in recent years, according to the agency Scopus (SJR), it has become a reference in its field. In the year of publication of the work, 2023, it was in position , thus managing to position itself as a Q2 (Segundo Cuartil), in the category Electrical and Electronic Engineering. Notably, the journal is positioned en el Cuartil Q3 for the agency WoS (JCR) in the category Computer Science, Software Engineering.

From a relative perspective, and based on the normalized impact indicator calculated from World Citations from Scopus Elsevier, it yields a value for the Field-Weighted Citation Impact from the Scopus agency: 1.29, which indicates that, compared to works in the same discipline and in the same year of publication, it ranks as a work cited above average. (source consulted: ESI Nov 14, 2024)

Specifically, and according to different indexing agencies, this work has accumulated citations as of 2025-06-13, the following number of citations:

  • WoS: 7
  • Scopus: 13
  • Google Scholar: 11
  • OpenCitations: 6

Impact and social visibility

From the perspective of influence or social adoption, and based on metrics associated with mentions and interactions provided by agencies specializing in calculating the so-called "Alternative or Social Metrics," we can highlight as of 2025-06-13:

  • The use of this contribution in bookmarks, code forks, additions to favorite lists for recurrent reading, as well as general views, indicates that someone is using the publication as a basis for their current work. This may be a notable indicator of future more formal and academic citations. This claim is supported by the result of the "Capture" indicator, which yields a total of: 118 (PlumX).

It is essential to present evidence supporting full alignment with institutional principles and guidelines on Open Science and the Conservation and Dissemination of Intellectual Heritage. A clear example of this is:

  • The work has been submitted to a journal whose editorial policy allows open Open Access publication.

Leadership analysis of institutional authors

There is a significant leadership presence as some of the institution’s authors appear as the first or last signer, detailed as follows: First Author (LOPEZ FERNANDEZ, DANIEL) and Last Author (Gordillo Mendez, Aldo).

the author responsible for correspondence tasks has been LOPEZ FERNANDEZ, DANIEL.