This image shows Niklas Meißner

Niklas Meißner

M. Sc.

Research Assistant, Doctoral Researcher
Institute of Software Engineering
Software Quality and Architecture Group
[Photo: Thomas Düllmann]

Contact

+49 711 685 60845
+49 711 685 88472

Universitätsstraße 38
70569 Stuttgart
Germany
Room: 1.342

Office Hours

When the door is open.

Subject

Investigation of Gamified and Adaptive Intelligent Tutoring in 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.

  1. Koch, N. N., Kapfenstein, A.-K., Meißner, N., & Wirzberger, M. (2024). Enhanced Code Comprehension: Individualized Learning of Code Tracing with the Feedback Buddy. 22. Fachtagung Bildungstechnologien Der GI Fachgruppe Bildungstechnologien (DELFI 2024).
  2. Meißner, N., Speth, S., & Becker, S. (2024, July). Automated Programming Exercise Generation in the Era of Large Language Models. 2024 IEEE 36th International Conference on Software Engineering Education and Training (CSEE&T).
  3. Speth, S., Meißner, N., Becker, S., & Breitenbücher, U. (2024, July). 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).
  4. Speth, S., Meißner, N., & Becker, S. (2024, July). 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).
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  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 (Eds.), Software Engineering im Unterricht der Hochschulen (SEUH 2022) (pp. 43–48). Gesellschaft für Informatik, Bonn. https://doi.org/10.18420/SEUH2022_05

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
  • 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.

Currently supervising:

  • Bredl, Paul: "Gamification of Student Development Projects in Software Engineering Education", Master's Thesis.
  • Enoghama, David, Talos, Eduard, Gerlinski, Ellen, Ullrich, Finn, Henkel Maximilian: "Student Asessment of Free Text Questions", Bachelor's Research Project.
  • Strohbach, Nico: "Enhancing Software Engineering Education through Gamified Bloom’s Taxonomy", Bachelor's Thesis.
  • Trautwein, Lukas, Morlock, Valentin, Zolnierek Rick: "Leveraging AI for Seamless Content Navigation in MEITREX", Master's Research Project.
  • Gebert, Robin: "Gender Differences in the Impact of Gamification Elements on Performance and Anxiety", Bachelor's Thesis.
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