TY - CHAP A1 - John, Isabel A1 - Fertig, Tobias T1 - Evaluation of a Gamified Elearning Course for Agile Methods T2 - 2024 IEEE Global Engineering Education Conference (EDUCON) N2 - For teaching agile methods in an IT undergraduate course we built up a gamified blended learning course. We created the course with gamification elements like videos, quizzes, badges, and points within the learning management system Moodle. To do so we used a gamification concept based on MDA (Mechanics-Dynamics-Aesthetics). The goal of the gamification concept was to increase intrinsic motivation of the students. We evaluated the motivation of our students with a questionnaire that is based on the psychological motivation theory STD (Self Determination Theory). The paper will shortly show how we built up the course in Moodle, and also gives some details on the used plugins and gamification elements. The main focus is on the evaluation which was done using a standardized questionnaire on intrinsic motivation built upon SDT at the beginning and at the end of our course. 39 students participated before taking the course and 16 after the completion of the course. The evaluation shows that some elements in the course like Videos and quizzes increase the motivation clearly whereas others do not. We could show an increase of intrinsic motivation in some factors of the questionnaire we used, but not in all factors. KW - Learning management systems KW - Electronic learning KW - Psychology KW - Hybrid learning KW - Engineering education KW - Videos KW - Agile Development KW - E-learning Course KW - Intrinsic Motivation KW - Self-determination Theory KW - Student Motivation KW - Blended Learning KW - Course Of Learning KW - Learning Management System KW - Increase In Motivation KW - Game Elements KW - Moderate Correlation KW - Student Engagement KW - Student Level KW - Software Engineering KW - Knowledge Of Students KW - Wrong Answers KW - Motivational Aspects KW - Empirical Validation KW - Part Of Course KW - Hypothesis H2 KW - Intrinsic Motivation Inventory KW - Ipsative KW - Detailed Course KW - Types Of Play KW - Flipped Classroom KW - Evaluation Of Course KW - Progress Bar KW - Engineering Education KW - Motivation Questionnaire KW - Exam Questions KW - Gamification KW - Agile Methods KW - Blended learning KW - Motivation Y1 - 2024 SN - 979-8-3503-9402-3 SN - 979-8-3503-9403-0 U6 - https://doi.org/10.1109/EDUCON60312.2024.10578678 SN - 2165-9567 SN - 2165-9559 PB - IEEE ER -