The Impact of Gamification With an Emphasis on External Motivation in Moocs for Students in Emerging Regions From an Underprivileged Group: a Case Study of the Level Up Course by Gamelab Kbtu and Unicef in Kazakhstan
N. Zhumabayeva,
A. Mezin,
A. Knysheva
Abstract:This paper examines the impact of gamification and external motivation on the engagement and completion rates of Massive Open Online Courses (MOOCs), with a focus on underprivileged groups in emerging regions. The research centres around the “LEVEL UP” course, a gamified MOOC designed to enhance STEM skills among young women in Kazakhstan, developed by GameLab KBTU in collaboration with UNICEF. Utilizing a combination of quantitative data analysis and literature review, the study investigates the efficacy of g… Show more
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