Recent developments show a rise in popularity of Learning Management Systems in an increasingly digital teaching enviroment. However, students can encounter difficulties with sustained motivation without extrinsic influences like communicating with peers. The application of gamification principles to the digital learning process provides motivating factors for students to aid their learning process. Participation in educational courses is a process often spanning many weeks, so a habit-based approach to learning seems prudent.
Thesis Type |
|
Student |
Marc Belsch |
Status |
Finished |
Submitted in |
2022 |
Presentation on |
01/03/2022 1:00 pm |
Presentation room |
Zoom |
Supervisor(s) |
Ralf Klamma |
Advisor(s) |
Alexander Neumann Michal Slupczynski Benedikt Hensen |
Contact |
neumann@dbis.rwth-aachen.de slupczynski@dbis.rwth-aachen.de hensen@dbis.rwth-aachen.de |
In our currently running project MILKI-PSY, we focus on multimodal immersive mentoring to facilitate Self Regulated Learning (SRL). To support mentors with the tools they need to provide adaptive and personalized tutoring, a set of learning services was developed and is currently under development. These services utilize our flagship peer-to-peer community platform las2peer.
At our chair, a Learning Management System (LMS, e.g. Moodle) is used to facilitate administration, delivery and tracking of educational courses. Recent developments in technology enhanced learning (TEL) saw a rise in popularity of Distance Education (DE), which is characterized by the intense use of communication technologies and information systems to facilitate SRL . One of the fundamental aspects of SRL is the motivation of students to participate in the learning experience and continue working on the course goals.
The goal of this thesis is to build an extrinsic motivation mechanism via a gamification system to aid students in forming the habit of solving in-class excercises by gamification of context-specific actions.
Potentially relevant reading material:
- Klamma R., Arifin M.A. (2017) Gamification of Web-Based Learning Services
https://doi.org/10.1007/978-3-319-66733-1_5
https://github.com/rwth-acis/Gamification-Framework - M. S. Peteranetz et al., (2021) “Motivation and Self-Regulated Learning in Computer Science: Lessons Learned From a Multiyear Program of Classroom Research”
https://doi.org/10.1109/TE.2021.3049721 - Marques, R., Costa, G., Mira da Silva, M. et al. (2020) A gamification solution for improving Scrum adoption.
https://doi.org/10.1007/s10664-020-09816-9
If you are interested in this thesis, a related topic or have additional questions, please do not hesitate to send a message to slupczynski@dbis.rwth-aachen.de
Must: Java, Databases
Beneficial: Web development or design (HTML5, JS, frameworks)
tech4comp - Personalisierte Kompetenzentwicklung durch skalierbare Mentoringprozesse
las2peer