Gamification: a new key for enhancing engagement in MOOCs on energy?
| Published | 23 September 2020 |
| Journal | International Journal for Interactive Design and Manufacturing Volume 14, Pages 1379-1393 |
| Publisher | Springer Nature |
| Country | Mexico, 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 |
| Language | English |
| Refereed | Yes |
| Rights | Springer-Verlag France SAS, part of Springer Nature |
| DOI | 10.1007/s12008-020-00701-9 |
| Export options | BibTex · EndNote · Tagged XML · Google Scholar |
Viewed by 416 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
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; engagement
Exploring OER awareness and engagement of academics from a Global South perspective - a case study from Ghana
Loglo, Frank Senyo; Zawacki-Richter, Olaf
This study explored how academics in a Ghanaian university conceptualized and engaged with OER through a qualitative approach (in-depth interviews). “Access” emerged as the most dominant theme in how OER was ...
Match: engagement; higher education
A practical experience on the use of gamification in MOOC courses as a strategy to increase motivation
Hernández, Rocael; Pirker, Johanna; Gütl, Christian; Morales, Miguel; et al.
The rapid and constant pace of change in technology and the increasing involvement of educational institutions in the massive online open courses (MOOC) movement elicit a large myriad of opportunities and challenges. ...
Match: gamification
Learning through engagement: MOOCs as an emergent form of provision
Walji, Sukaina; Deacon, Andrew; Small, Janet; Czerniewicz, Laura
Massive open online courses (MOOCs) are a new form of educational provision occupying a space between formal online courses and informal learning. Adopting measures used with formal online courses to assess the outcomes ...
Match: engagement
Understanding student engagement in large-scale open online courses: A machine learning facilitated analysis of student’s reflections in 18 highly rated MOOCs
Hew, Khe Foon; Qiao, Chen; Tang, Ying
Although massive open online courses (MOOCs) have attracted much worldwide attention, scholars still understand little about the specific elements that students find engaging in these large open courses. This study ...
Match: engagement
Clustering patterns of engagement in Massive Open Online Courses (MOOCs): the use of learning analytics to reveal student categories
Khalil, Mohammad; Ebner, Martin
Massive Open Online Courses (MOOCs) are remote courses that excel in their students’ heterogeneity and quantity. Due to the peculiarity of being massiveness, the large datasets generated by MOOC platforms require ...
Match: engagement
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
Will MOOCs transform learning and teaching in higher education? Engagement and course retention in online learning provision
de Freitas, Sara Isabella; Morgan, John; Gibson, David
Massive open online courses (MOOCs) have been the subject of much polarised debate around their potential to transform higher education in terms of opening access. Although MOOCs have been attracting large learner ...
Match: engagement; higher education
Does gamification in MOOC discussion forums work?
Reischer, Matthias; Khalil, Mohammad; Ebner, Martin; Kloos, Carlos Delgado; et al.
Massive Open Online Courses (MOOCs) are a new form of learning environment aimed towards accessibility and openness using contemporary technologies. One of the MOOC's key features is the social interaction which usually ...
Match: gamification
Mining Humanistic Data with Machine Learning to Improve Open Educational Resources (OER) Engagement
Vonitsanos, Gerasimos; Moustaka, Ioanna; Doukakis, Spyridon; Vlamos, Panagiotis
Match: engagement









