2018
DOI: 10.1007/978-3-319-98872-6_4
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The Use of Gamification as a Teaching Methodology in a MOOC About the Strategic Energy Reform in México

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Cited by 5 publications
(6 citation statements)
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“…To make the course more attractive, a story was created with the objective of involving the student in its own learning process through storytelling (Andrews, Hull, & Donahue, 2009) and gamification (Mena, Rincoń-Flores, Ramiŕez, & Ramiŕez-Montoya, 2018;Teixes, 2014). As it is a course on sustainability, the teaching staff raised a question as a starting point to create the storytelling: what would happen if we still do not take care of our ecosystem?…”
Section: Development Design and Materials Neededmentioning
confidence: 99%
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“…To make the course more attractive, a story was created with the objective of involving the student in its own learning process through storytelling (Andrews, Hull, & Donahue, 2009) and gamification (Mena, Rincoń-Flores, Ramiŕez, & Ramiŕez-Montoya, 2018;Teixes, 2014). As it is a course on sustainability, the teaching staff raised a question as a starting point to create the storytelling: what would happen if we still do not take care of our ecosystem?…”
Section: Development Design and Materials Neededmentioning
confidence: 99%
“…The evaluation of each module consisted of a mandatory and a voluntary part based on SRL and challenge-based learning (CBL), respectively (Carrera & Ramírez-Hernández, 2018;Vilkova, 2019;Wang et al, 2013;Zimmerman, 1998). The mandatory part consisted of a sixquestion test with three options that were carried out at the end of each module, and the voluntary part was to overcome the mentioned challenges, what help to engage the students, to reduce the possibility they leave the course and can favor higher test scores and improves students' performance in online teaching (Mena et al, 2018).…”
Section: Contents and Evaluation Systemmentioning
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%
“…Therefore, most conditions associated to gamification strategies represent quantitative actions that can be monitored by gamification systems, and few conditions require the evaluation of course peers (e.g., submitting quality assignments, working efficiently in a group). Additionally, it seems remarkable that several studies implementing fine-grained design decisions (e.g., first response to an open question with a positive vote) where implemented with third-party tools external to the MOOC platform [55,187] or were explicitly developed for the study [180,240].…”
Section: Rq3 Instantiation Of Gamification In Moocsmentioning
confidence: 99%
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