Annabell Brocker
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Gamification Analytics for Gamification Personalization (& Adaptation) using Python Programming Entry as an Example
When entering the world of programming, many people encounter a lot of challenges. Two major problems that stand out are, on the one hand, a lack of motivation on the part of beginners and, on the other hand, too few interactive materials that are made available.
In the last few years, the possibilities for using digital media in an educational context have multiplied. This also opens up new possibilities for the beginner programmer, such as the use of interactive programming environments. One example of such an environment is Jupyter. In Jupyter, instructors can expand the description of programming concepts with the help of directly integrated programme code cells. These code cells can be made editable for learners so that they can modify or write their own code directly in the learning materials.
Another advantage of Jupyter is that it can be extended with so-called extensions. This makes it possible to integrate further new (learning) methods into the programming environment, such as one for increasing motivation on the part of the beginner programmer. Increasing motivation in non-game-based contexts, such as a programming course at a university, can be achieved through the use of game elements, also known as gamification.
The aim of this research is therefore to find out how the principle of gamification can be integrated into the interactive, web-based, open-source programming environment Jupyter and what effects it has on learners. In addition, methods are to be developed through which the use of gamification in Jupyter can be adapted to the learner in the long term by means of gamification analytics, meaning the investigation of gamification in an environment.