2017 IEEE Global Engineering Education Conference (EDUCON) 2017
DOI: 10.1109/educon.2017.7943070
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Gamification in MOOCs to enhance users' goal achievement

Abstract: 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 gam… Show more

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Cited by 45 publications
(55 citation statements)
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“…A few examples of gamified MOOCs are also available in the literature [2]. From a design perspective using points, badges and leaderboards implies a focus on extrinsic motivation related to social comparison theory [4] [5].…”
Section: Gamification Based On Flow and Persuasionmentioning
confidence: 99%
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“…A few examples of gamified MOOCs are also available in the literature [2]. From a design perspective using points, badges and leaderboards implies a focus on extrinsic motivation related to social comparison theory [4] [5].…”
Section: Gamification Based On Flow and Persuasionmentioning
confidence: 99%
“…Gamification is influenced by several disciplines, such as: game design, psychology, instructional design and didactics. This multidisciplinary nature makes its design complex [2]. If gamification is to go beyond merely appealing visualisations, its design implies a deep knowledge and understanding of the context application scenario, the problem/s to be solved, the end users' characteristics (on individual and social connection levels) and of course of game design, in particular the game elements to be transferred.…”
Section: Introductionmentioning
confidence: 99%
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“…Despite this potential, MOOC studies have highlighted several limits, such as the lack of users' engagement and their high dropout rate [4]. To overcome these gaps our idea is to apply gamification in MOOC to enhance users' goal achievement, engagement and also impact on users' learning performance.…”
Section: Introductionmentioning
confidence: 99%
“…Conceptual examples of gamification applied in MOOC environments can be found as detailed in [4]. A first attempt at raising awareness on gamification by empirical evidence can be found in [5], where 40 suitable game mechanics to engage students in MOOCs were identified and rated by 5,020 participants through an online survey for their level of engagement.…”
Section: Introductionmentioning
confidence: 99%