Integration of Gamification and Learning Analytics in Jupyter

Authors

  • Annabell Brocker Learning Technologies Research Group, RWTH Aachen University
  • Sven Judel Learning Technologies Research Group, RWTH Aachen University
  • Ulrik Schroeder Learning Technologies Research Group, RWTH Aachen University

Keywords:

Gamification, Gamification Analytics, Jupyter, Programming Novices, e-teaching, learning analytics

Abstract

Learning programming languages and programming concepts is associated with many problems for novices, which leads to high dropout and failure rates. Reasons often given are a lack of motivation or too little interactive materials. While gamification can be applied to increase motivation, the project Jupyter can be used as an interactive programming environment to enable more interactions with sample code. However, an approach of integration gamification in Jupyter is still missing. This report presents a concept of integrating arbitrary game elements and mechanics into Jupyter. Learning Analytics and Gamification Analytics will be applied afterwards to monitor and evaluate the measures and their impact.

Published

2022-07-12

Issue

Section

Project reports / Projektberichte

URN