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Brocker, A., Judel, S., Schroeder, U. (2022). Integration of Gamification and Learning Analytics in Jupyter. eleed, Iss. 14. (urn:nbn:de:0009-5-55339)

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%0 Journal Article
%T Integration of Gamification and Learning Analytics in Jupyter
%A Brocker, Annabell
%A Judel, Sven
%A Schroeder, Ulrik
%J eleed
%D 2022
%V 14
%N 2
%@ 1860-7470
%F brocker2022
%X 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.
%L 370
%K Gamification
%K Gamification Analytics
%K Jupyter
%K Programming Novices
%K e-teaching
%K learning analytics
%U http://nbn-resolving.de/urn:nbn:de:0009-5-55339

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Bibtex

@Article{brocker2022,
  author = 	"Brocker, Annabell
		and Judel, Sven
		and Schroeder, Ulrik",
  title = 	"Integration of Gamification and Learning Analytics in Jupyter",
  journal = 	"eleed",
  year = 	"2022",
  volume = 	"14",
  number = 	"2",
  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.",
  issn = 	"1860-7470",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-5-55339"
}

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RIS

TY  - JOUR
AU  - Brocker, Annabell
AU  - Judel, Sven
AU  - Schroeder, Ulrik
PY  - 2022
DA  - 2022//
TI  - Integration of Gamification and Learning Analytics in Jupyter
JO  - eleed
VL  - 14
IS  - 2
KW  - Gamification
KW  - Gamification Analytics
KW  - Jupyter
KW  - Programming Novices
KW  - e-teaching
KW  - learning analytics
AB  - 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.
SN  - 1860-7470
UR  - http://nbn-resolving.de/urn:nbn:de:0009-5-55339
ID  - brocker2022
ER  - 
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Wordbib

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<b:PeriodicalTitle>eleed</b:PeriodicalTitle>
<b:Volume>14</b:Volume>
<b:Issue>2</b:Issue>
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ISI

PT Journal
AU Brocker, A
   Judel, S
   Schroeder, U
TI Integration of Gamification and Learning Analytics in Jupyter
SO eleed
PY 2022
VL 14
IS 2
DE Gamification; Gamification Analytics; Jupyter; Programming Novices; e-teaching; learning analytics
AB 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.
ER

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Mods

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  <titleInfo>
    <title>Integration of Gamification and Learning Analytics in Jupyter</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Brocker</namePart>
    <namePart type="given">Annabell</namePart>
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  <name type="personal">
    <namePart type="family">Judel</namePart>
    <namePart type="given">Sven</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Schroeder</namePart>
    <namePart type="given">Ulrik</namePart>
  </name>
  <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.</abstract>
  <subject>
    <topic>Gamification</topic>
    <topic>Gamification Analytics</topic>
    <topic>Jupyter</topic>
    <topic>Programming Novices</topic>
    <topic>e-teaching</topic>
    <topic>learning analytics</topic>
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  <identifier type="issn">1860-7470</identifier>
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