<?xml version="1.0" encoding="utf-8"?>
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  <doc>
    <id>1760</id>
    <completedYear/>
    <publishedYear/>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>94</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>masterthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>1</belongsToBibliography>
    <completedDate>2023-03-30</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>--</thesisDateAccepted>
    <title language="eng">Employing Gamification &amp;amp; Learning Analytics to Enhance Engagement in Educational Courses</title>
    <abstract language="eng">The use of gamification and learning analytics in educational courses has the potential to enhance student engagement and motivation, by providing an interactive and data-oriented approach to learning. This study seeks to investigate and reveal the effect of using such techniques in these online courses, with a focus on how they impact student engagement, motivation and the overall learning outcomes. The study will involve the implementation of various gamification elements, such as points, badges, leaderboards and feedback systems, as well as the use of learning analytics to see how to track student progress and also the behavior. The data collection methods will be both quantitative and qualitative, including A/B testing, usability testing, surveys and interviews.            &#13;
The results of the study will take shape in the form of a digital concept for an application employing gamification and learning analytics. And it shall set the standard for development of future educational interventions. Gamification can be a way to increase student engagement and motivation, by creating a sense of competition, encouraging learning and providing feedback and recognition. Additionally, Learning Analytics (LA) provides useful insights into student behavior, progress, and performance, which can help improve student support. Therefore, this study will contribute to the advancement of knowledge on how to effectively use gamification and learning analytics to enhance engagement in online educational courses.</abstract>
    <enrichment key="opus.source">publish</enrichment>
    <licence>Keine Lizenz vergeben. Es gilt das deutsche Urheberrecht.</licence>
    <author>Abdul Hadi Aamir</author>
    <series>
      <title>Abschlussarbeiten 2023</title>
      <number>19</number>
    </series>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>gamification</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>learning analytics</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>engagement</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>educational courses</value>
    </subject>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>student motivation</value>
    </subject>
    <collection role="institutes" number="04">FB4: Informatik, Kommunikation u. Wirtschaft</collection>
    <collection role="studycourse" number="">Professional IT Business and Digitalization</collection>
    <thesisPublisher>Hochschule für Technik und Wirtschaft Berlin</thesisPublisher>
    <thesisGrantor>Hochschule für Technik und Wirtschaft Berlin</thesisGrantor>
  </doc>
</export-example>
