Giacomo Garaccione

dblp:332/7022 · DBLP profile ↗
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8ranked-venue papers
7as first author
8since 2021 · last 2026
0000-0001-7254-9578ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 8 · 7 first-author · 8 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Gamification of conceptual modeling education with UML class diagrams: an experimental analysis
abstract
Abstract UML has become, throughout the years, the most popular modeling language for the conceptual design of software. However, UML diagrams are frequently flawed with semantic and syntactical errors. One of the main root causes for such issues can be traced back to software modeling education in software engineering curricula, which is typically given less attention than core development activities. The objective of this manuscript is to describe the application of gamification (i.e., the use of game-related mechanics in non-gameful contexts) to increase the motivation and engagement of Master’s students in learning the core concepts of UML modeling. Our tool prototype includes typical gamification mechanics such as avatars, achievements, scoring mechanisms, and leaderboards and incorporates a system for automatic validation of the correctness of the student’s solution. We empirically evaluated the benefits achieved through the tool by performing a controlled experiment with 280 Master’s students. We found that the use of gamification significantly increased the student commitment to perform exercises, the completeness of the exercises, and the semantic quality of the produced diagrams. Through standard usability questionnaires, we also gathered positive responses and attitudes toward the usage of the tool.
Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano
Softw. Syst. Model.1
2025 An Automated Diagram Generator of Reference Solutions for Modeling Educators
Giacomo Garaccione, Riccardo Coppola, Luca Ardito
SEAA1
2025 Gamification of conceptual modeling education: an analysis of productivity and students' perception
Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano
Softw. Qual. J.1
2024 Gamifying Business Process Modeling Education: A Longitudinal Study
abstract
Gamification, the practice consisting of adapting game elements and features in non-recreational contexts to increase user motivation and interest, has become increasingly common in recent years in the different fields of Software Engineering such as development, requirements definition, testing, and education.
Giacomo Garaccione, Riccardo Coppola, Luca Ardito
EASE1
2024 Evaluating Large Language Models in Exercises of UML Class Diagram Modeling
abstract
Large Language Models (LLM) have rapidly affirmed in the latest years as a means to support or substitute human actors in a variety of tasks. LLM agents can generate valid software models, because of their inherent ability in evaluating textual requirements provided to them in the form of prompts.
Daniele De Bari, Giacomo Garaccione, Riccardo Coppola, Marco Torchiano, Luca Ardito
ESEM2
2024 Gamification of a BPMN Modeling Course: an Analysis of Effectiveness and Student Perception
abstract
Background. Gamification, i.e. the use of game-like elements in non-recreational contexts for increasing user participation and interest, has been adopted several times for Software Engineering activities for both practitioners and learners. There is, however, little evidence in the literature about applications of gamification to the discipline of Process Modeling, and even fewer experience reports are available about the use of gamified tooling in education.
Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano
ESEM1
2024 Gamification of business process modeling education: an experimental analysis
abstract
Abstract Gamification, the practice of using game elements in non-recreational contexts to increase user participation and interest, has been applied more and more throughout the years in software engineering. Business process modeling is a skill considered fundamental for software engineers, with Business Process Modeling Notation (BPMN) being one of the most commonly used notations for this discipline. BPMN modeling is present in different curricula in specific Master’s Degree courses related to software engineering but is usually seen by students as an unappealing or uninteresting activity. Gamification could potentially solve this issue, though there have been no relevant attempts in research yet. This paper aims at collecting preliminary insights on how gamification affects students’ motivation in performing BPMN modeling tasks and—as a consequence—their productivity and learning outcomes. A web application for modeling BPMN diagrams augmented with gamification mechanics such as feedback, rewards, progression, and penalization has been compared with a non-gamified version that provides more limited feedback in an experiment involving 200 students. The diagrams modeled by the students are collected and analyzed after the experiment. Students’ opinions are gathered using a post-experiment questionnaire. Statistical analysis showed that gamification leads students to check more often for their solutions’ correctness, increasing the semantic correctness of their diagrams, thus showing that it can improve students’ modeling skills. The results, however, are mixed and require additional experiments in the future to fine-tune the tool for actual classroom use.
Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano
Softw. Syst. Model.1
2023 Gamification of Business Process Modeling Notation education: an experience report
abstract
Business Process Modeling (BPM) is a skill considered fundamental for computer engineers, with Business Process Modeling Notation (BPMN) being one of the most commonly used notations for this discipline. BPMN modeling is present in different curricula in specific Master’s Degree courses related to software engineering, but, in practice, students often underperform on BPMN modeling exercises due to difficulties in learning good modeling practices. In recent years, more and more fields of computer science have employed gamification (the usage of game elements in non-recreational contexts to gain benefits in terms of interest, participation, motivation, and enjoyment) with positive results during both development and teaching processes. Thus, we have developed a platform for BPMN modeling that employs gamification mechanics to facilitate learning good modeling practices with mechanisms such as rewarding good modeling solutions and penalizing less correct ones, with a dedicated feedback mechanism that maps correctly modeled elements to the corresponding concept. A preliminary laboratory experiment has been conducted with students of an Information Systems course to evaluate how students receive the mechanics and if there may be benefits in using a gamified environment for teaching process modeling throughout an entire course.
Giacomo Garaccione, Riccardo Coppola, Luca Ardito, Marco Torchiano
EASE1