  In DevOps Course, the Installation and configuration of the various software
tools are useful in the context of application development. To teach DevOps
Tools precisely to achieve the learning outcome is a skilled task for a
trainer. From the perspective of the learner, the learning environment has to
be encouraging and exciting. The author used the third-party Competition as an
indirect Gamification technique to achieve the learning outcomes of the Course.
The author encouraged the students to participate in the Hacktoberfest
Competition to use the practical skills learned in the Course. The Under
Graduate and Post Graduate Students have gone through the regular sessions of
DevOps. For the participation purpose, both groups of students communicated on
one platform. The students who succeeded faster during the GitHub Pull Request
submission shared their experiences with other participants. The PG students
participated 68.75% higher than UG students. The active participation of the
small number of UG students became a motivational factor for the PG students.
The Gaussian distribution on the marks obtained by the experimental group shows
the absence of outliers. The research shows that the effectiveness of indirect
Gamification depends on the age group, level, course content, and learning
environment. The participation of a faculty member in the Competition during
the learning activity boosts the desire of the Student to complete the task.
The experimental group of 15 Students has outperformed in terms of the marks
obtained compared to the control group of 52 students.
