Gamification in MOOCs: A review of the state of the art

Mohammad Khalil, Jacqueline Wong, B. D. Koning, Martin Ebner, F. Paas
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引用次数: 43

Abstract

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 and progression in the courses are problematic. Following the increasing adoption of gamification in education, it is possible that gamification can also be effectively adopted in MOOCs to enhance students' motivation and increase completion rates. Yet at present, the extent to which gamification has been examined in MOOCs is not known. Considering the myriad gamification elements that can be adopted in MOOCs (e.g., leaderboards and digital badges), this theoretical research study reviews scholarly publications examining gamification of MOOCs. The main purpose is to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs. The results of the literature study indicate that research on gamification in MOOCs is in its early stages. While there are only a handful of empirical research studies, results of the experiments generally showed a positive relation between gamification and student motivation and engagement. It is concluded that there is a need for further studies using educational theories to account for the effects of employing gamification in MOOCs.
MOOCs中的游戏化:现状回顾
大规模开放在线课程(MOOC)是一种在线学习环境,有可能增加学生接受教育的机会。然而,mooc的低完成率表明,学生对课程的参与和进步存在问题。随着游戏化在教育中的应用越来越多,游戏化也有可能在mooc中得到有效的应用,以增强学生的学习动机,提高完成率。然而目前,游戏化在mooc中的研究程度尚不清楚。考虑到mooc中可以采用的无数游戏化元素(例如,排行榜和数字徽章),本理论研究回顾了有关mooc游戏化的学术出版物。主要目的是概述mooc中游戏化的研究、研究类型、应用的理论、实施的游戏化元素、实施的方法、游戏化在mooc中的总体影响,以及在mooc中实施游戏化时研究人员和实践者面临的挑战。文献研究结果表明,mooc中游戏化的研究尚处于起步阶段。虽然只有少数实证研究,但实验结果普遍显示游戏化与学生动机和参与度之间存在正相关关系。结论是,有必要利用教育理论进行进一步研究,以解释在mooc中使用游戏化的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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