FSE 2026
Sun 5 - Thu 9 July 2026 Montreal, Canada

Background: Video-based training delivers flexible, personalized learning for software engineering students and professionals. However, watching videos passively leads to superficial learning. Reflective activities, e.g., commenting on videos and reviewing comments of other learners, increase engagement with video content. Adding gamification to these activities can further increase engagement. However, gamified training needs to consider the type of learner. Aims: We study the attitudes of software engineering students and professionals towards gamifying video-based training. Method: We conducted a survey with 86 software engineering students from two universities and 102 professionals recruited via Prolific. To facilitate the expression of attitudes towards gamification, participants interacted with a non-gamified video-based training platform before completing the survey. Results: Students and professionals share similar attitudes toward video-based training in general. Furthermore, both groups supported gamification of video-based training. However, professionals were more skeptical about its potential impact on learning. Regarding the implementation, both groups favored a combination of game elements (points, badges, leaderboards) rather than single game elements. Conclusions: We highlight similarities and differences between the attitudes of software engineering students and professionals regarding gamification in video-based training. Findings can inform the design of gamified training solutions for software engineers at different levels.