Gamification in MOOCs to enhance users' goal achievement
Published | June 2017 |
Conference | 2017 IEEE Global Engineering Education Conference (EDUCON) |
Publisher | IEEE |
Country | Greece, Europe |
ABSTRACT
Gamification in engineering education has been applied with success in the last years. Also, Massive Open Online Courses (MOOCs) are recognized as a good strategy to enhance engineering education. Nevertheless, MOOCs have two main weaknesses: first, lack of addressing personal goals; and second, low completion rates in comparison to the number of registrations to the MOOCs. To improve learning experiences in MOOCs and to strengthen self-regulated personalized learning we propose the application of gamification in MOOCs. Our assumption is that MOOC learners will better succeed in achieving their goals if they can individually personalize and plan their learning paths through gamification. This assumption is based on the implementation intention theory which claims that people who foster their goal intentions with implementation intentions are comparatively more successful in their personal goal achievements. Based on a preliminary literature review this article presents and arguments on our research idea on how to apply gamification to enhance MOOC users' goal achievement. Besides, it introduces a new perspective on MOOC completion rates based on the user intention and a new way of measuring it via the Personal Goal Achievement Ratio (PGAR) and the Overall Goal Achievement Ratio (OGAR).Keywords | completion rate · gamification · goal achievement · implementation intention theory · MOOC · user intention |
Published at | Athens |
ISBN | 978-1-5090-5467-1 |
Refereed | Yes |
Rights | © Copyright 2018 IEEE - All rights reserved |
DOI | 10.1109/EDUCON.2017.7943070 |
URL | https://ieeexplore.ieee.org/document/7943070/ |
Export options | BibTex · EndNote · Tagged XML · Google Scholar |
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