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2022 | OriginalPaper | Buchkapitel

Gamifying JupyterLab to Encourage Continuous Interaction in Programming Education

verfasst von : Annabell Brocker, Sven Judel, Rene Roepke, Nikol Mihailovska, Ulrik Schroeder

Erschienen in: Games and Learning Alliance

Verlag: Springer International Publishing

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Abstract

With the advancements in research and development of virtual learning environments, Learning Analytics provides access to extensive learning experiences and can provide meaningful analyses to be used for gamification. In the context of programming education, programming platforms like JupyterLab present an immersive, interactive environment in which learners spent valuable time of their learning process. As such, capturing the learners’ activities when programming allows to reflect on how learners solve assignments, what challenges they face and how gamification influences their behavior. This paper presents a data-driven gamification approach utilizing Learning Analytics in the interactive programming environment JupyterLab. Future work entails the application of gamification in programming courses and evaluating how data-driven gamification supports learners in gaining programming skills.

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Fußnoten
1
https://​jupyter.​org, accessed 30.06.2022.
 
2
https://​xapi.​com, accessed 24.06.2022.
 
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Metadaten
Titel
Gamifying JupyterLab to Encourage Continuous Interaction in Programming Education
verfasst von
Annabell Brocker
Sven Judel
Rene Roepke
Nikol Mihailovska
Ulrik Schroeder
Copyright-Jahr
2022
DOI
https://doi.org/10.1007/978-3-031-22124-8_32

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