{"title":"游戏化对新兴地区贫困学生的影响:Gamelab KBTU 和联合国儿童基金会在哈萨克斯坦开展的 \"提升水平 \"课程的案例研究","authors":"N. Zhumabayeva, A. Mezin, A. Knysheva","doi":"10.55452/1998-6688-2024-21-1-42-53","DOIUrl":null,"url":null,"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 gamification strategies in increasing course completion rates, which are traditionally low in MOOCs. The findings indicate that the inclusion of gamification and external motivational elements, such as competitive elements and rewards, can improve completion rates. The LEVEL UP course, for example, achieved a completion rate of 10%, which is higher than the average completion rate of MOOC courses, which 5-8%. However, the study also highlights the complexity of balancing external and internal motivational factors to sustain long-term engagement and deep learning. Limitations encountered, including technical issues and platform constraints, underline the challenges of implementing such strategies effectively. Recommendations for further research include exploring the long-term impact of gamification, the optimal balance of motivational elements, and the customization of gamification to individual learner needs. 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引用次数: 0
摘要
本文研究了游戏化和外部激励对大规模开放式在线课程(MOOC)的参与率和完成率的影响,重点关注新兴地区的贫困群体。该研究以 "LEVEL UP "课程为中心,该课程是 GameLab KBTU 与联合国儿童基金会合作开发的游戏化 MOOC,旨在提高哈萨克斯坦年轻女性的 STEM 技能。本研究结合定量数据分析和文献综述,探讨了游戏化策略在提高课程完成率方面的功效,而传统的 MOOC 课程完成率较低。研究结果表明,加入游戏化和外部激励元素(如竞争元素和奖励)可以提高完成率。例如,LEVEL UP 课程的完成率达到了 10%,高于 MOOC 课程的平均完成率(5%-8%)。不过,这项研究也凸显了平衡外部和内部激励因素以维持长期参与和深度学习的复杂性。所遇到的局限性,包括技术问题和平台限制,凸显了有效实施此类战略所面临的挑战。进一步研究的建议包括探索游戏化的长期影响、激励因素的最佳平衡以及根据学习者的个人需求定制游戏化。本文为越来越多支持在教育中使用游戏化的证据做出了贡献,强调了需要采取细致入微的方法来提高参与度和学习效果,尤其是在为全球学习者实现教育民主化的背景下。
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
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 gamification strategies in increasing course completion rates, which are traditionally low in MOOCs. The findings indicate that the inclusion of gamification and external motivational elements, such as competitive elements and rewards, can improve completion rates. The LEVEL UP course, for example, achieved a completion rate of 10%, which is higher than the average completion rate of MOOC courses, which 5-8%. However, the study also highlights the complexity of balancing external and internal motivational factors to sustain long-term engagement and deep learning. Limitations encountered, including technical issues and platform constraints, underline the challenges of implementing such strategies effectively. Recommendations for further research include exploring the long-term impact of gamification, the optimal balance of motivational elements, and the customization of gamification to individual learner needs. This paper contributes to the growing body of evidence supporting the use of gamification in education, emphasizing the need for nuanced approaches that enhance both engagement and learning outcomes, particularly in the context of democratizing education for learners worldwide.