Info about the Project
Most online learning platforms have a good enrollment rate, but the completion rate for courses is poor. Through a qualitative study (interviews, surveys, participatory design activitity) we tried to get a broader understanding on how gamification could be used as a motivation for learning, including the social context of participants. Further, we developed a gamified mobile application for practicing python and ran a longitudinal study (over 4 weeks of remote use, with intermediate surveys, and followed by interviews) to get an in-depth understanding of game elements that motivate learning.
Faculty: Betsy DiSalvo
Students: Karthik Srinivasan
Most online learning platforms have a good enrollment rate, but the completion rate for courses is poor. Through a qualitative study (interviews, surveys, participatory design activitity) we tried to get a broader understanding on how gamification could be used as a motivation for learning, including the social context of participants. Further, we developed a gamified mobile application for practicing python and ran a longitudinal study (over 4 weeks of remote use, with intermediate surveys, and followed by interviews) to get an in-depth understanding of game elements that motivate learning.
Faculty:
Betsy DiSalvo
Students:
Karthik Srinivasan