Promoting classroom participation through micro-credentials certifications
Adopting technology in education has inspired innovative teaching methods, including gamification and using micro-credentials to enhance learning. This project aimed to develop EduQuest, a web application designed to gamify the learning experience with digital badges. EduQuest enables instruct...
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Format: | Final Year Project |
Language: | English |
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Nanyang Technological University
2024
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Online Access: | https://hdl.handle.net/10356/181198 |
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Institution: | Nanyang Technological University |
Language: | English |
Summary: | Adopting technology in education has inspired innovative teaching methods, including
gamification and using micro-credentials to enhance learning. This project aimed to
develop EduQuest, a web application designed to gamify the learning experience with digital
badges. EduQuest enables instructors to manage courses while tracking student progress
through integrations with external tools such as Wooclap. Additionally, EduQuest allows
students to generate personalised questions based on their learning materials to improve the
learning experience further.
EduQuest was developed with the Next.js Framework as the frontend for user-friendly web
application interfaces and the Django REST Framework as the backend for managing core
operations and handling business logic such as course management, data import and progress
tracking. A micro-service component developed using Flask was also implemented to scale
the functionality of EduQuest to generate quests using Large Language Models (LLMs). The
project encountered challenges such as integrating Microsoft Authentication, optimising the
badge issuance system using Celery workers, and improving overall system performance
through data filtering and optimised data retrieval.
At the end of the development cycle, the system was evaluated, and user feedback was collected
to assess its effectiveness in promoting student engagement through gamification. Although
the system met its primary objectives, areas for improvement were identified in gamification
elements and system performance. Future work includes enhancing gamification within quests,
native support of live quizzes, and refining prompt design for more advanced quest generation.
The outcome of this project indicates that EduQuest has the potential to improve the learning
experience and promote student engagement to meet modern educational needs. |
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