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IT-REX --- A Vision for a Gamified e-Learning Platform for the First Semesters of Computer Science Courses

Author:
Speth, Sandro [DBLP] ;
Becker, Steffen [DBLP] ;
Breitenbücher, Uwe [DBLP] ;
Fuchs, Philipp [DBLP] ;
Meißner, Niklas [DBLP] ;
Riesch, Anna [DBLP] ;
Wetzel, Daniel [DBLP]
Abstract
Digital learning is becoming increasingly important, especially in situations when students cannot attend presence lectures as we experienced during the Covid-19 pandemic. However, while there are platforms that support generic learning concepts such as multiple-choice questions, we believe that the first semesters of computer science courses can benefit from tailored learning platforms that support IT-specific learning. For example, programming tasks that are automatically checked for correctness. Moreover, in times when students cannot meet each other, self-organization and motivation quickly become severe problems. Therefore, this paper presents a vision for a gamified e-Learning platform specialized for the first semesters of computer science courses.
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Speth, S., Becker, S., Breitenbücher, U., Fuchs, P., Meißner, N., Riesch, A. & Wetzel, D., (2022). IT-REX --- A Vision for a Gamified e-Learning Platform for the First Semesters of Computer Science Courses. In: Veronika Thurner, B.-W. K. (Hrsg.), Software Engineering im Unterricht der Hochschulen (SEUH 2022). Gesellschaft für Informatik, Bonn. (S. 43-48). DOI: 10.18420/SEUH2022_05
@inproceedings{mci/Speth2022,
author = {Speth, Sandro AND Becker, Steffen AND Breitenbücher, Uwe AND Fuchs, Philipp AND Meißner, Niklas AND Riesch, Anna AND Wetzel, Daniel},
title = {IT-REX --- A Vision for a Gamified e-Learning Platform for the First Semesters of Computer Science Courses},
booktitle = {Software Engineering im Unterricht der Hochschulen (SEUH 2022)},
year = {2022},
editor = {Veronika Thurner, Barne Kleinen, Juliane Siegeris, Debora Weber-Wulff} ,
pages = { 43-48 } ,
doi = { 10.18420/SEUH2022_05 },
publisher = {Gesellschaft für Informatik, Bonn},
address = {}
}
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More Info

DOI: 10.18420/SEUH2022_05
ISBN: 978-3-88579-715-9
ISSN: 1617-5468
xmlui.MetaDataDisplay.field.date: 2022
Language: en (en)

Keywords

  • e-Learning
  • Gamification in education
  • Study Beginners
  • Computer Science
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  • P321 - Software Engineering im Unterricht der Hochschulen (SEUH 2022) [15]

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Diese Digital Library basiert auf DSpace.

 

 


About uns | FAQ | Help | Imprint | Datenschutz

Gesellschaft für Informatik e.V. (GI), Kontakt: Geschäftsstelle der GI
Diese Digital Library basiert auf DSpace.