The OER Knowledge Cloud makes use of cookies. By continuing, you consent to this use. More information.
Gamification in Massive Open Online Courses (MOOCs) to Support Chinese Language Learning
Metwally, Ahmed Hosny Saleh and Wang, Yining

Published2018
Conference2017 International Conference of Educational Innovation through Technology (EITT)
Pages 293-298
CountryChina

ABSTRACT
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 interesting subjects on MOOCs platforms is Language Learning. The lack of motivation to complete the course after enroling, and completion rates still real problems need to find an innovative solution. Gamification can increase learner motivation to continue studying through MOOCs and can reduce drop-out rates. This research aims at providing a theoretical and practical framework for connecting Gamification in Massive Open Online Chinese Courses and applying Gamification mechanics to support Chinese Language learning through focusing on different perspectives for applying: gamification and instructional design, gamification and course elements, gamifying course interface.

Keywords Gamification · Massive Open Online Courses (MOOCs) · Massive Open Online Language Courses · MOOLC · Chinese Language Learning · Gamifying Course Interface · Instructional Design

LanguageEnglish
RefereedYes
DOI10.1109/EITT.2017.77
URLhttps://ieeexplore.ieee.org/abstract/document/8308562
Export optionsBibTex · EndNote · Tagged XML · Google Scholar


Viewed by 254 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; language

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

eCampusOntario strategic plan 2016-2018
eCampusOntario
Online and technology-enabled learning continues to evolve and grow providing increasing access and opportunities for learners to pursue education in fl exible ways to meet their needs. In 2013, the Ministry of Advanced ...
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

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

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

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

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

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

From low-scale to collaborative, gamified and massive-scale courses: Redesigning a MOOC
Ortega-Arranz, Alejandro; Sanz-Martínez, Luisa; Álvarez-Álvarez, Susana; Muñoz-Cristóbal, Juan A.; et al.
Despite the success of MOOCs to promote open leaning, they are usually criticized for their high drop-out rates and behaviorist pedagogical approach. Some active learning strategies, such as collaboration and ...
Match: gamification