“…For example, variants of Bloom's mastery learning (Bloom, 1984) discuss an approach where students can make multiple attempts at tasks, watch lectures multiple times and go through materials in a much more self-paced manner than would be possible in a traditional campus environment. gamification Sleuth (Katan and Anstead, 2020) is a series of gamified (Deterding et al, 2011) code puzzles themed around a film-noir detective story. The project was developed for the introductory programming module that runs on campus at Goldsmiths College and through UoL and Coursera.…”