2017
DOI: 10.1007/978-3-319-52836-6_54
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sMOOC and Gamification – A Proposed Ubiquitous Learning

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Cited by 4 publications
(7 citation statements)
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“…The main distinguishing feature in this macro-project, whose MOOCs have engaged over 55,000 students and trained over 200 e-teachers, is to turn participants into autonomous e-teachers, able to develop their own sMOOC courses. The purpose of the ECO Project and its sMOOC-based pedagogical approach is to enable training for everyone, providing them with the necessary tools to step forward and take control of their own educational process within a ubiquitous environment (anywhere, anytime, and from any device) [12]. On a wider scope, the goal is to create a multicultural, intercreative environment for knowledge, purposely built through the collaboration of all participants and its degree of engagement in educational institutions.…”
Section: Introductionmentioning
confidence: 99%
“…The main distinguishing feature in this macro-project, whose MOOCs have engaged over 55,000 students and trained over 200 e-teachers, is to turn participants into autonomous e-teachers, able to develop their own sMOOC courses. The purpose of the ECO Project and its sMOOC-based pedagogical approach is to enable training for everyone, providing them with the necessary tools to step forward and take control of their own educational process within a ubiquitous environment (anywhere, anytime, and from any device) [12]. On a wider scope, the goal is to create a multicultural, intercreative environment for knowledge, purposely built through the collaboration of all participants and its degree of engagement in educational institutions.…”
Section: Introductionmentioning
confidence: 99%
“…Empirical studies (MOOC-like) iMOOX [233,143] Telescopio (LRN-based) [187,234] MéxicoX [180,240] Coursera [8] SAPO Campus [17] ECO Platform [99] Blackboard CourseSites [78] OpenLearn [55] Coorpacademy [286] Moodle [220,37,270,250,156] Khan Academy [243] HTML Academy [166] Javala [160] Wikispaces [167] Table 2.6: Learning platforms used to evaluate the effect of gamification in MOOCs. frameworks, from which only one is explicitly intended for MOOC contexts [143].…”
Section: Learning Platforms Empirical Studies (Mooc)mentioning
confidence: 99%
“…With respect to the informative question: How gamification is being implemented in MOOCs?, results (see Table 2.4) revealed that gamification in MOOCs is frequently implemented through reward-based strategies (e.g., badges and badge suites [8], experience points [233]) and social elements (e.g., leaderboards [188], karma points [197], votes [8]). Other less frequent strategies include course privileges [234], medals [99], battery and status bars [143], challenges [240], duels and life systems [286]. Results also showed that similar game design elements and reward-based strategies (e.g., associated conditions) are being implemented in both MOOC and in MOOC-like settings (e.g., SPOCs, remedial courses).…”
Section: Rq3 Instantiation Of Gamification In Moocsmentioning
confidence: 99%
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