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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:0009-5-55339Download
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@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" }Download
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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 -Download
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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. ERDownload
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<mods> <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> </name> <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> </subject> <classification authority="ddc">370</classification> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>eleed</title> </titleInfo> <part> <detail type="volume"> <number>14</number> </detail> <detail type="issue"> <number>2</number> </detail> <date>2022</date> </part> </relatedItem> <identifier type="issn">1860-7470</identifier> <identifier type="urn">urn:nbn:de:0009-5-55339</identifier> <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-5-55339</identifier> <identifier type="citekey">brocker2022</identifier> </mods>Download
Full Metadata
Bibliographic Citation | e-learning and education, Iss. 14 |
---|---|
Title |
Integration of Gamification and Learning Analytics in Jupyter (eng) |
Author | Annabell Brocker, Sven Judel, Ulrik Schroeder |
Language | eng |
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. |
Subject | Gamification, Gamification Analytics, Jupyter, Programming Novices, e-teaching, learning analytics |
Classified Subjects |
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DDC | 370 |
Rights | fDPPL |
URN: | urn:nbn:de:0009-5-55339 |