MOOCs评级:游戏化的影响

Tai Wang, Qianqian Liu, Jing Jiang, Tong-gui Li
{"title":"MOOCs评级:游戏化的影响","authors":"Tai Wang, Qianqian Liu, Jing Jiang, Tong-gui Li","doi":"10.1109/EITT.2017.42","DOIUrl":null,"url":null,"abstract":"MOOCs actually share many similarities with MMOPGs (Massively Multiplayer Online Games). Since the latter is more successful in appealing participants, it will be beneficial to reflect which ideas from game design are effective to lengthen the engagement of MOOCs students. In this paper, feasible implications from gamification monographs were listed into a questionnaire to analyze students' preferences on MOOCs instructional environment. Three environment factors are extracted: content preparation, interaction and assessment. A structural equation model was proposed to illustrate the relationships between these factors. After verified, the implications work as criteria for volunteers to rate the environment quality of 76 Chinese MOOCs in six different platforms. It turned out that the scores on three factors can be used to predict the engagement endurance level of MOOCs by using K-Nearest Neighbors algorithm. Its error rate is 18.92%. Moreover, correlation analysis found that content preparation (r=0.57, p=","PeriodicalId":412662,"journal":{"name":"2017 International Conference of Educational Innovation through Technology (EITT)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Rating MOOCs: Implications from Gamification\",\"authors\":\"Tai Wang, Qianqian Liu, Jing Jiang, Tong-gui Li\",\"doi\":\"10.1109/EITT.2017.42\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"MOOCs actually share many similarities with MMOPGs (Massively Multiplayer Online Games). Since the latter is more successful in appealing participants, it will be beneficial to reflect which ideas from game design are effective to lengthen the engagement of MOOCs students. In this paper, feasible implications from gamification monographs were listed into a questionnaire to analyze students' preferences on MOOCs instructional environment. Three environment factors are extracted: content preparation, interaction and assessment. A structural equation model was proposed to illustrate the relationships between these factors. After verified, the implications work as criteria for volunteers to rate the environment quality of 76 Chinese MOOCs in six different platforms. It turned out that the scores on three factors can be used to predict the engagement endurance level of MOOCs by using K-Nearest Neighbors algorithm. Its error rate is 18.92%. Moreover, correlation analysis found that content preparation (r=0.57, p=\",\"PeriodicalId\":412662,\"journal\":{\"name\":\"2017 International Conference of Educational Innovation through Technology (EITT)\",\"volume\":\"47 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 International Conference of Educational Innovation through Technology (EITT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/EITT.2017.42\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 International Conference of Educational Innovation through Technology (EITT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EITT.2017.42","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

MOOCs实际上与大型多人在线游戏(mmmpg)有许多相似之处。由于后者在吸引参与者方面更成功,因此反思游戏设计中的哪些想法能够有效地延长mooc学生的参与度将是有益的。本文将游戏化专著的可行性影响纳入问卷调查,分析学生对mooc教学环境的偏好。提取三个环境因素:内容准备、互动和评估。提出了一个结构方程模型来说明这些因素之间的关系。经过验证后,这些影响可以作为志愿者对六个不同平台上76个中国mooc的环境质量进行评估的标准。结果表明,使用K-Nearest Neighbors算法,可以利用三个因素的得分来预测mooc的投入耐力水平。其错误率为18.92%。此外,相关分析发现,含量制备(r=0.57, p=
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Rating MOOCs: Implications from Gamification
MOOCs actually share many similarities with MMOPGs (Massively Multiplayer Online Games). Since the latter is more successful in appealing participants, it will be beneficial to reflect which ideas from game design are effective to lengthen the engagement of MOOCs students. In this paper, feasible implications from gamification monographs were listed into a questionnaire to analyze students' preferences on MOOCs instructional environment. Three environment factors are extracted: content preparation, interaction and assessment. A structural equation model was proposed to illustrate the relationships between these factors. After verified, the implications work as criteria for volunteers to rate the environment quality of 76 Chinese MOOCs in six different platforms. It turned out that the scores on three factors can be used to predict the engagement endurance level of MOOCs by using K-Nearest Neighbors algorithm. Its error rate is 18.92%. Moreover, correlation analysis found that content preparation (r=0.57, p=
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信