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Lucia Happe

Publications and source records attributed to Lucia Happe.

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Gamification Preferences in Digital Education: The Role of Individual Differences

Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning activity types relate to preferences for gamification elements in digital education. A large-scale quantitative survey (N = 530), including 34% underage participants, assessed preferences for 13 gamification elements in relation to Age, Gender, HEXAD Player Type, Big Five Personality Traits, Felder-Silverman Learning Styles, and Bloom-based Learning Activity Types. Inferential statistical analyses and exploratory machine learning techniques revealed systematic but generally small-to-moderate effects across parameters. Age emerged as the most consistent predictor of preference, followed by player type and personality traits, whereas gender and learning styles showed comparatively weaker associations. In addition, learning activity type significantly influenced the perceived suitability of gamification elements, indicating that motivational design is task-dependent. The findings suggest that gamification effectiveness cannot be reduced to universally motivating elements. Instead, preferences are shaped by the interaction of learner characteristics and instructional context. These results provide empirical grounding for adaptive and modular gamification strategies in digital learning environments.

cs.CY

Measuring Computer Science Enthusiasm: A Questionnaire-Based Analysis of Age and Gender Effects on Students' Interest

This study examines how age and gender independently shape adolescents' interest in computer science (CS) education. Building on the Person-Object Theory of Interest (POI), we define enthusiasm as a short-term, activating response that combines positive affect, perceived relevance, and intention to re-engage. Because such enthusiasm can shift CS attitudes and engagement intentions even briefly, it offers a useful measure for short outreach activities. We developed a 28-item pre-post questionnaire to assess whether CS interventions raise enthusiasm, then applied it to more than 400 students (244 female, 187 male, aged 10-18) in CS courses. Contrary to the common assumption that early exposure secures lasting interest, we found a marked decline during early adolescence, especially among girls, along with wide variation in interest trajectories across ages. Exploratory factor analysis and ANOVA show that age predicts interest development more strongly than gender, and reveal specific developmental breakpoints. Although older students began with lower baseline attitudes, they showed the largest gains after the intervention, indicating that well-designed short activities can re-engage interest even later in adolescence. These results point to the need for CS education strategies that adapt to developmental stage rather than assuming a single early window matters most. Our validated questionnaire offers a way to measure immediate affective and motivational responses, giving researchers and practitioners a tool to evaluate whether specific interventions succeed in raising enthusiasm.

cs.SE

Gamification with Purpose: What Learners Prefer to Motivate Their Learning

This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification design with pedagogical goals, while mitigating risks such as the erosion of intrinsic motivation. A systematic literature review was conducted to identify ten widely discussed GDEs. Visual prototypes representing each element were developed, and a best-worst scaling (BWS) survey with 125 participants was administered to elicit preference rankings. Qualitative feedback was also collected to uncover motivational drivers. Learners consistently preferred GDEs that support learning processes directly-most notably progress bars, concept maps, immediate feedback, and achievements. Qualitative analysis revealed six recurring motivational themes, including visible progress, content relevance, and constructive feedback. The findings suggest that learners value gamification elements that are meaningfully integrated with educational content and support intrinsic motivation. Purpose-aligned gamification should prioritize tools that visualize learning progress and provide actionable feedback, rather than relying solely on extrinsic incentives.

cs.SE

An Experience Report on a Pedagogically Controlled, Curriculum-Constrained AI Tutor for SE Education

The integration of artificial intelligence (AI) into education continues to evoke both promise and skepticism. While past waves of technological optimism often fell short, recent advances in large language models (LLMs) have revived the vision of scalable, individualized tutoring. This paper presents the design and pilot evaluation of RockStartIT Tutor, an AI-powered assistant developed for a digital programming and computational thinking course within the RockStartIT initiative. Powered by GPT-4 via OpenAI's Assistant API, the tutor employs a novel prompting strategy and a modular, semantically tagged knowledge base to deliver context-aware, personalized, and curriculum-constrained support for secondary school students. We evaluated the system using the Technology Acceptance Model (TAM) with 13 students and teachers. Learners appreciated the low-stakes environment for asking questions and receiving scaffolded guidance. Educators emphasized the system's potential to reduce cognitive load during independent tasks and complement classroom teaching. Key challenges include prototype limitations, a small sample size, and the need for long-term studies with the target age group. Our findings highlight a pragmatic approach to AI integration that requires no model training, using structure and prompts to shape behavior. We position AI tutors not as teacher replacements but as enabling tools that extend feedback access, foster inquiry, and support what schools do best: help students learn.

cs.CY

Human Factors in Model-Driven Engineering: Future Research Goals and Initiatives for MDE

Purpose: Software modelling and Model-Driven Engineering (MDE) is traditionally studied from a technical perspective. However, one of the core motivations behind the use of software models is inherently human-centred. Models aim to enable practitioners to communicate about software designs, make software understandable, or make software easier to write through domain-specific modelling languages. Several recent studies challenge the idea that these aims can always be reached and indicate that human factors play a role in the success of MDE. However, there is an under-representation of research focusing on human factors in modelling. Methods: During a GI-Dagstuhl seminar, topics related to human factors in modelling were discussed by 26 expert participants from research and industry. Results: In breakout groups, five topics were covered in depth, namely modelling human aspects, factors of modeller experience, diversity and inclusion in MDE, collaboration and MDE, and teaching human-aware MDE. Conclusion: We summarise our insights gained during the discussions on the five topics. We formulate research goals, questions, and propositions that support directing future initiatives towards an MDE community that is aware of and supportive of human factors and values.

cs.SE

Proceedings 12th International Workshop on Formal Engineering approaches to Software Components and Architectures

The aim of the FESCA workshop is to bring together junior researchers from formal methods, software engineering, and industry interested in the development and application of formal modelling approaches as well as associated analysis and reasoning techniques with practical benefits for software engineering. In recent years, the growing importance of functional correctness and the increased relevance of system quality properties (e.g. performance, reliability, security) have stimulated the emergence of analytical and modelling techniques for the design and development of software systems. With the increasing complexity of today's software systems, FESCA aims at addressing two research questions: (1) what role the software architecture can play in systematic addressing of the analytical and modelling challenges, and (2) how formal and semi-formal techniques can be applied effectively to make the issues easier to address automatically, with lower human intervention.

cs.SE

Proceedings 11th International Workshop on Formal Engineering approaches to Software Components and Architectures

The aim of the FESCA workshop is to bring together both young and senior researchers from formal methods, software engineering, and industry interested in the development and application of formal modelling approaches as well as associated analysis and reasoning techniques with practical benefits for component-based software engineering. Component-based software design has received considerable attention in industry and academia in the past decade. In recent years, with the emergence of new platforms (such as smartphones), new areas advocating software correctness along with new challenges have appeared. These include development of new methods and adapting existing ones to accommodate unique features of the platforms, such as inherent distribution, openness, and continuous migration. On the other hand, with the growing power of computers, more and more is possible with respect to practical applicability of modelling and specification methods as well as verification tools to real-life software, i.e, to scale to more complex systems. FESCA aims to address the open question of how formal methods can be applied effectively to these new contexts and challenges. The workshop is interested in both the development and application of formal methods in component-based development and tries to cross-fertilize their research and application.

cs.SE

An NMF solution for the Petri Nets to State Charts case study at the TTC 2013

Software systems are getting more and more complex. Model-driven engineering (MDE) offers ways to handle such increased complexity by lifting development to a higher level of abstraction. A key part in MDE are transformations that transform any given model into another. These transformations are used to generate all kinds of software artifacts from models. However, there is little consensus about the transformation tools. Thus, the Transformation Tool Contest (TTC) 2013 aims to compare different transformation engines. This is achieved through three different cases that have to be tackled. One of these cases is the Petri Net to State Chart case. A solution has to transform a Petri Net to a State Chart and has to derive a hierarchical structure within the State Chart. This paper presents the solution for this case using NMF Transformations as transformation engine.

cs.SE

An NMF solution for the Flowgraphs case at the TTC 2013

Software systems are getting more and more complex. Model-driven engineering (MDE) offers ways to handle such increased complexity by lifting development to a higher level of abstraction. A key part in MDE are transformations that transform any given model into another. These transformations are used to generate all kinds of software artifacts from models. However, there is little consensus about the transformation tools. Thus, the Transformation Tool Contest (TTC) 2013 aims to compare different transformation engines. This is achieved through three different cases that have to be tackled. One of these cases is the Flowgraphs case. A solution has to transform a Java code model into a simplified version and has to derive control and data flow. This paper presents the solution for this case using NMF Transformations as transformation engine.

cs.SE

Proceedings 10th International Workshop on Formal Engineering Approaches to Software Components and Architectures

These are the proceedings of the 10th International Workshop on Formal Engineering approaches to Software Components and Architectures (FESCA). The workshop was held on March 23, 2013 in Rome (Italy) as a satellite event to the European Joint Conference on Theory and Practice of Software (ETAPS'13). The aim of the FESCA workshop is to bring together both young and senior researchers from formal methods, software engineering, and industry interested in the development and application of formal modelling approaches as well as associated analysis and reasoning techniques with practical benefits for component-based software engineering. FESCA aims to address the open question of how formal methods can be applied effectively to these new contexts and challenges. FESCA is interested in both the development and application of formal methods in component-based development and tries to cross-fertilize their research and application.

cs.SE