The OER Knowledge Cloud makes use of cookies. By continuing, you consent to this use. More information.
Gamification: a new key for enhancing engagement in MOOCs on energy?
Rincón-Flores, Elvira G. · Mena, Juanjo · Ramírez Montoya, María Soledad

Published23 September 2020
JournalInternational Journal for Interactive Design and Manufacturing
Volume 14, Pages 1379-1393
PublisherSpringer Nature
CountryMexico, North America

ABSTRACT
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 objective of this research is to assess the effects of gamification as a teaching method used in a Massive Open Online Course (MOOC) about clean and conventional energy. This research is part of the project “Laboratorio Binacional para la Gestión Inteligente de la Sustentabilidad Energética y la Formación Tecnológica” [Binational Laboratory for the Intelligent Management of Sustainable Energy and Technological Formation]. A total of 4819 participants enrolled in the course, 621 passed the course, and 647 completed the gamified challenge. Results show the impact of gamification on the cognitive, social, and emotional dimensions, where more than 90% of the participants agreed about feeling more motivated and challenged than when using traditional teaching methods. Therefore, the use of this methodology in online teaching could be very impactful in personalizing and enhancing the learning opportunities of massive, open online courses.

Keywords gamification · xMOOC · engagement · educational innovation · higher education

LanguageEnglish
RefereedYes
RightsSpringer-Verlag France SAS, part of Springer Nature
DOI10.1007/s12008-020-00701-9
Export optionsBibTex · EndNote · Tagged XML · Google Scholar


Viewed by 99 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

Building graduate-level, gamified xMOOCs in Moodle
Birkenkrahe, Marcus
We present preliminary results from two different online course design experiments: in the first experiment, which ran from April to June 2015, the author developed an online precourse on Research Methods for Master ...
Match: gamification; xMOOC

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; higher education

Self-motivation challenges for student involvement in the Open Educational Movement with MOOC
García Espinosa, Brenda Jeanett; Tenorio Sepúlveda, Gloria Concepción; Ramírez Montoya, María Soledad
This article attempts to answer the questions: What are the challenges, problems and obstacles of involving less self-motivated students in MOOCs and how do they relate to their learning connectivism? The correlations ...
Match: Ramírez Montoya, María Soledad

Open educational practices and technology appropriation: the case of the Regional Open Latin American Community for Social and Educational Research (CLARISE)
Betancourt Franco, María del Carmen; Celaya Ramírez, Rosario; Ramírez Montoya, María Soledad
A major challenge for the knowledge society is to narrow the education gap, hence the need for strategies that foster innovation and improvement in education. Thus, with the support of technology and the Internet, ...
Match: Ramírez Montoya, María Soledad; Mexico; North America

Open badges as credentials in Open Education systems: Case studies from Greece and Europe
Papadimitriou, Sofia; Niari, Maria
Badges are digital representations of achievements or skills which describe the framework, significance, and outcomes of a learning procedure based on specific criteria. The Open Badges’ collection can be used as a ...
Match: gamification

Designing MOOCs for the support of multiple learning styles
Grünewald, Franka; Meinel, Christoph; Totschnig, Michael; Willems, Christian; et al.
"Internetworking with TCP/IP'' is a Massive Open Online Course, held in German at openHPI end of 2012, that attracted a large audience that has not been in contact with higher education before. The course followed the ...
Match: gamification

Open massive gamification
Feliz, Tiberio
A critical analysis of MOOCs didactics should reflect that the learning process is quite unimaginative, transmissive, and mechanical. Effectively, most MOOCs are displaying quite simple learning processes. Nevertheless, ...
Match: gamification

Once upon a tip… A story of MOOCs and gamification
Bidarra, José; Coelho, José; Ubachs, George; Konings, Lizzie
This paper discusses the future of MOOCs based on recent research and acknowledged affordances of videogame’s design. The interest in MOOCS for educational purposes has increased over the last few years, with ...
Match: gamification

Gamification: A key determinant of massive open online course (MOOC) success
Aparicio, Manuela; Oliveira, Tiago; Bacao, Fernando; Painho, Marco
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 ...
Match: gamification

MOOC – supporting continued vocational training
Drake, Merja; Rajaorko, Päivi; Ubachs, George; Konings, Lizzie
Researchers have been interested in Massive Open Online Courses (MOOCs) from different viewpoints - the engagement and motivations of students, course completion and retention rates as well as course designs. MOOCs ...
Match: engagement