Implementing GameCodes in CAFÉ 2.0
Malcev, Lev
Promotor(s) : Donnet, Benoît
Date of defense : 24-Jun-2024/25-Jun-2024 • Permalink : http://hdl.handle.net/2268.2/20384
Details
Title : | Implementing GameCodes in CAFÉ 2.0 |
Translated title : | [fr] Gamecodes dans CAFÉ 2.0 : Implémentation et analyse de résultats préliminaires |
Author : | Malcev, Lev |
Date of defense : | 24-Jun-2024/25-Jun-2024 |
Advisor(s) : | Donnet, Benoît |
Committee's member(s) : | Louveaux, Quentin
Leduc, Guy |
Language : | English |
Number of pages : | 100 |
Keywords : | [en] e-learning [en] gamification [en] learning analytics [en] computer science education [en] open-source [en] CAFÉ |
Discipline(s) : | Engineering, computing & technology > Computer science |
Target public : | Researchers Professionals of domain |
Institution(s) : | Université de Liège, Liège, Belgique |
Degree: | Master en sciences informatiques, à finalité spécialisée en "computer systems security" |
Faculty: | Master thesis of the Faculté des Sciences appliquées |
Abstract
[en] This master's thesis presents the development and implementation of an e-learning platform, called "Gamecodes", integrated into the CAFÉ ecosystem at the University of Liège, an already existing e-learning project. The aim of this platform is to enhance student engagement and learning outcomes in computer science through gamification and detailed learning analytics (LA).
The work described herein includes the design and deployment of Gamecodes in two first-year courses: INFO0946 (CS1), for computer science students, and INFO0061 (CA1), for civil engineering students. A total of 355 students were targeted, with 47 actively using the platform over a three-month period, providing initial data for analysis without any reported issues.
This work focuses on the data collection mechanisms, the challenges faced during the implementation, and the analysis of preliminary learning analytics to evaluate student participation and performance on Gamecodes.
Key contributions of this thesis to the scientific community of computer science and computer science applied to pedagogy include the design and implementation of Gamecodes, the deployment and use by students, the collection of detailed interaction data, and the public availability of the source code to encourage further research and development.
Moreover, the thesis outlines how these analytics can be utilized in the future to help students at risk of failure by creating practical means and solutions, such as student profiling and improved educational methodologies.
Despite the limited dataset, we explain how Gamecodes, when used in conjunction with other tools in the CAFÉ 2.0 ecosystem, have the potential to provide significant insights into student behavior and learning processes. Future work will focus on enhancing the gamification elements, improving the microservices architecture of the platform, and conducting further research to better understand the impact of this platform on student success.
In conclusion, this thesis lays the groundwork for future research into the application of gamification and learning analytics in higher education, aiming to support students more effectively and provide educators with valuable insights into their teaching practices.
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The University of Liège does not guarantee the scientific quality of these students' works or the accuracy of all the information they contain.