The OER Knowledge Cloud makes use of cookies. By continuing, you consent to this use. More information.
Gamification: A key determinant of massive open online course (MOOC) success
Aparicio, Manuela · Oliveira, Tiago · Bacao, Fernando · Painho, Marco

PublishedJanuary 2019
JournalInformation & Management
Volume 56, Issue 1, Pages 39-54
CountryPortugal, Europe

ABSTRACT
Massive open online courses (MOOCs), contribute significantly to individual empowerment because they can help people learn about a wide range of topics. To realize the full potential of MOOCs, we need to understand their factors of success, here defined as the use, user satisfaction, along the individual and organizational performance resulting from the user involvement. We propose a theoretical framework to identify the determinants of successful MOOCs, and empirically measure these factors in a real MOOC context. We put forward the role of gamification and suggest that, together with information system (IS) theory, gamification proved to play a crucial role in the success of MOOCs.

Keywords e-learning · gamification · information systems · massive open online courses · MOOC · MOOC Success model

ISSN03787206
RefereedYes
Rights© 2018 Elsevier B.V. All rights reserved.
DOI10.1016/j.im.2018.06.003
URLhttps://doi.org/10.1016/j.im.2018.06.003
Export optionsBibTex · EndNote · Tagged XML · Google Scholar


Viewed by 282 distinct readers




CLOUD COMMUNITY REVIEWS

The evaluations below represent the judgements of our readers and do not necessarily reflect the opinions of the Cloud editors.

Click a star to be the first to rate this document


POST A COMMENT
SIMILAR RECORDS

MOOCs in Europe: Overview of papers representing a collective European response on MOOCs as presented during the HOME conference in Rome November 2015
Bang, Joergen; Dalsgaard, Christian; Kjaer, Arne; O’Donovan, Maria; et al.
Table of contents Foreword Part 1: Regional MOOC initiatives Building OOC layers on top of existing courses (M)OOCs in Iceland: Language and learning communities EduOpen network in Italy Part 2: Role media ...
Match: gamification; e-learning; mooc

Gamification in Massive Open Online Courses (MOOCs) to Support Chinese Language Learning
Metwally, Ahmed Hosny Saleh; Wang, Yining
In recent years, Massive Open Online Courses (MOOCs) have a widespread and became one of the future trends to help people from different places to learn online and study courses in different majors. One of the most ...
Match: gamification

Gamification in MOOCs to enhance users' goal achievement
Antonaci, Alessandra; Klemke, Roland; Stracke, Christian M.; Specht, Marcus
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 ...
Match: gamification; mooc; europe

Gamification: a new key for enhancing engagement in MOOCs on energy?
Rincón-Flores, Elvira G.; Mena, Juanjo; Ramírez Montoya, María Soledad
Gamification is an innovative educational strategy that uses elements of games for educational purposes, including the completion of appealing challenges to increase student levels of engagement and learning. The ...
Match: gamification

Gamification in MOOCs: A review of the state of the art
Khalil, Mohammad; Wong, Jacqueline; de Koning, Bjorn; Ebner, Martin; Paas, Fred
A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students' access to education. However, the low completion rates in MOOCs suggest that student engagement ...
Match: gamification; mooc; europe

An empirical study on users' adoption of MOOCs from the perspective of the institutional theory
Gao, Shang; Yang, Yuhao
MOOC, which stands for massive open online course, has attracted millions of users around the world and it has a promise to be a very important element of future education. However, there is a little research on users' ...
Match: e-learning; massive open online courses

Gamification of MOOCs for increasing user engagement
Vaibhav, Anant; Gupta, Pooja
As the educational organizations worldwide are moving towards bringing education experience on Internet, via Massive Open Online Courses (MOOCs) on Massive Open Online Education Platforms (MOOEPs), the retention of the ...
Match: gamification

Motivations and challenges in MOOCs with eastern insights
Zhong, Sheng-Hua; Zhang, Qun-Bo; Li, Zheng-Ping; Liu, Yan; et al.
Massive open online courses (MOOCs) are the latest e-learning initiative to attain widespread popularity in the world. Unfortunately, nearly all of these studies are built from western insights. Thus, there is a need ...
Match: massive open online courses; mooc

Starting MOOCs in African university: The experience of Cadi Ayyad University, process, review, recommendations, and prospects
Jouicha, Abdellah Idrissi; Berrada, Khalid; Bendaoud, Rachid; Machwate, Said; et al.
The increasing number of enlistees claiming their right to enroll in the programs of African Universities and the limited number of Higher Education Institutions (HEIs) were the prime reasons of students overcrowding in ...
Match: e-learning; mooc

OER in and as MOOCs
Czerniewicz, Laura; Deacon, Andrew; Walji, Sukaina; Glover, Michael; et al.
This chapter reports on the investigation into the production and rollout of four Massive Open Online Courses (MOOCs) at the University of Cape Town (UCT) in South Africa, and on the experiences of the educators ...
Match: massive open online courses; mooc