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Fachgebiet
Investigation of Adaptive Gamification in Intelligent Tutoring Systems for Software Engineering Education
Digital learning is becoming increasingly important, especially in situations where students cannot attend in-person lectures, as we experienced during the Covid-19 pandemic. Learning management systems are emerging in popularity in both higher education and industry training. The possibilities and diversity of using learning management systems have not yet been fully exploited. They still leave much room for improvement, as they cannot fully substitute traditional teaching, nor are they well suited as a supplement to in-person courses.
To handle this problem and improve education by integrating digital elements, a concept for modern learning management systems has to be developed. Solutions to increase intrinsic and extrinsic motivation through gamification are investigated and integrated into the overall approach. Elements and concepts from the field of intelligent tutoring systems, which are intended to correlate with the gamification aspects and thus add new digital components to education, are used to integrate different feedback types and improved feedback quality into the system. The concept of modern learning management systems aims to find application in higher education as well as in industry training and to open up new ways in education.
- Koch, N. N., Kapfenstein, A.-K., Meißner, N., & Wirzberger, M. (2024, September). Enhanced Code Comprehension: Individualized Learning of Code Tracing with the Feedback Buddy. Proceedings of DELFI 2024. https://doi.org/10.18420/delfi2024_16
- Speth, S., Meißner, N., & Becker, S. (2024, Juli). ChatGPT’s Aptitude in Utilizing UML Diagrams for Software Engineering Exercise Generation. 2024 IEEE 36th International Conference on Software Engineering Education and Training (CSEE&T). https://doi.org/10.1109/CSEET62301.2024.10663027
- Meißner, N., Speth, S., & Becker, S. (2024, Juli). Automated Programming Exercise Generation in the Era of Large Language Models. 2024 IEEE 36th International Conference on Software Engineering Education and Training (CSEE&T). https://doi.org/10.1109/CSEET62301.2024.10662984
- Speth, S., Meißner, N., Becker, S., & Breitenbücher, U. (2024, Juli). State of Practice and Challenges of Issue Management for Component-based and Service-Oriented Systems: An Empirical Study. Proceedings of the 18th IEEE International Conference on Service-Oriented System Engineering (SOSE 2024). https://doi.org/10.1109/SOSE62363.2024.00007
- Meißner, N., Koch, N. N., Speth, S., Breitenbücher, U., & Becker, S. (2024). Unveiling Hurdles in Software Engineering Education: The Role of Learning Management Systems. Proceedings of the 46th International Conference on Software Engineering: Software Engineering Education and Training, 242–252. https://doi.org/10.1145/3639474.3640060
- Meißner, N. (2024). MEITREX - Gamified and Adaptive Intelligent Tutoring in Software Engineering Education. 2024 IEEE/ACM 46th International Conference on Software Engineering: Companion Proceedings (ICSE-Companion ’24). https://doi.org/10.1145/3639478.3639804
- Meißner, N., Speth, S., Kieslinger, J., & Becker, S. (2024). EvalQuiz - LLM-based Automated Generation of Self-Assessment Quizzes in Software Engineering Education. Proceedings der SEUH 2024. https://doi.org/10.18420/seuh2024_04
- Speth, S., Meißner, N., & Becker, S. (2023). Investigating the Use of AI-Generated Exercises for Beginner and Intermediate Programming Courses: A ChatGPT Case Study. 2023 IEEE 35th International Conference on Software Engineering Education and Training (CSEE&T), 142–146. https://doi.org/10.1109/CSEET58097.2023.00030
- Meißner, N., Speth, S., & Becker, S. (2023). An Intelligent Tutoring System Concept for a Gamified e-Learning Platform for Higher Computer Science Education. Proceedings Der SEUH 2023, P-333, Article P-333. https://doi.org/10.18420/seuh2023_10
- Speth, S., Becker, S., Breitenbücher, U., Fuchs, P., Meißner, N., Riesch, A., & Wetzel, D. (2022). IT-REX --- A Vision for a Gamified e-Learning Platform for the First Semesters of Computer Science Courses. In V. Thurner, B. Kleinen, J. Siegeris, & D. Weber-Wulff (Hrsg.), Software Engineering im Unterricht der Hochschulen (SEUH 2022) (S. 43–48). Gesellschaft für Informatik, Bonn. https://doi.org/10.18420/SEUH2022_05
Winter term 2024/2025
- Advanced Software Engineering: lecturer of the lecture exercises
Summer term 2024
- Development project (Gamify-IT+: A Web-based Gaming Platform for Computer Science Education in the First Semesters): supervisor
Winter term 2023/2024
- Development project (MiSArch: A Representative Microservice Reference Architecture): supervisor
- Advanced Software Engineering: lecturer of the lecture exercises
Summer term 2023
- Development project (GITS - Gamified Intelligent Tutoring System): supervisor
Business Background
- 01/2023 - Present: Research Assistant, Doctoral Researcher - University of Stuttgart
- 01/2023 - Present: Microsoft Learn Student Ambassador - Microsoft
- 04/2021 - 12/2022: IT Architect / Product Owner - T-Systems International GmbH
- 11/2019 - 03/2021: Junior IT Architect - T-Systems International GmbH
- 10/2016 - 10/2019: Dual student - Deutsche Telekom AG
Academic Background
- 01/2023 - Present: PhD Candidate - University of Stuttgart
- 01/2025 - 04/2025: Research Exchange on Gamification in Software Engineering Education - University of California, Irvine (USA)
- 04/2020 - 09/2022: Master of Science (M.Sc.), Software Engineering - University of Stuttgart
- 08/2021 - 05/2022: Graduate Direct Exchange (GDX), Computer Science and Leadership - University of Kansas (USA)
- 10/2016 - 10/2019: Bachelor of Science (B.Sc.), Applied Computer Science - University of Telecommunications Leipzig
A more detailed vita can be found on LinkedIn: https://www.linkedin.com/in/niklas-meissner
- Kieslinger, Julian: "EvalQuiz: Self-Assessment Generated through Language Transformer Models", Bachelor's Thesis, 2023.
- Beck, Anja: "Investigating the Correlation between Gamification and Bloom’s Taxonomy in E-Learning Platforms", Bachelor's Thesis, 2023.
- Freiberger, Tamás: "Implementation of a Gamified Neural Network Learning Application for PhD Students", Master's Thesis, 2024.
- Keller, Tessa: "Analyzing Student Knowledge Status", Master's Thesis, 2024.
- Bredl, Paul: "Gamification of Student Development Projects in Software Engineering Education", Master's Thesis, 2024.
- Enoghama, David; Talos, Eduard; Gerlinski, Ellen; Ullrich, Finn; Henkel Maximilian: "Student Asessment of Free Text Questions", Bachelor's Research Project, 2024.
- Gebert, Robin: "Gender Differences in the Impact of Gamification Elements on Performance and Anxiety", Bachelor's Thesis, 2024.
- Strohbach, Nico: "Enhancing Software Engineering Education through Gamified Bloom’s Taxonomy", Bachelor's Thesis, 2024.
- Trautwein, Lukas; Morlock, Valentin; Zolnierek, Rick: "Leveraging AI for Seamless Content Navigation in MEITREX", Master's Research Project, 2024.
Currently supervising:
- Woll, Jonas: "Personalize Gamification in an Intelligent Tutoring System for Software Engineering Education", Bachelor's Thesis.
- Eisenmann, Lukas; Özden, Duygu; Penchev, Ognyan; Ganina, Kateryna; Pourazar, Omid; Gerber, Leonard; Kalitzke, Fabian; Kurz, Suyane: "Enhancing Gamify-IT", Bachelor's Research Project.
- Schur, Pascal: "Investigation of the MEITREX Deployment using the Deployment Model Abstraction Framework", Master's Research Project.
- Zelia, Mykhailo: "Automated Gamified Learning: Integrating MEITREX with GitHub Classroom", Bachelor's Research Project.
- Raichle, David: "Designing an Interactive Machine Learning Challenge within an Escape Game to Enhance Student Engagement and Understanding", Bachelor's Thesis.
- Becker, Jannik; Exeler, Tim; Klein, Silas; Ramesch, Sangaran; Sproll, Anton: "Conceptualization and Implementation of Motivation-Driven Design for the Progress Visualisation in MEITREX", Bachelor's Research Project.