Gamification in MOOCs: Engagement application test in energy sustainability courses

dc.contributor.affiliationTecnologico de Monterreyen_US
dc.contributor.authorRomero-Rodriguez, Luis M.
dc.contributor.authorRamirez-Montoya, Maria Soledad
dc.contributor.authorValenzuela González, Jaime Ricardo
dc.date.accessioned2019-03-08T14:14:46Z
dc.date.available2019-03-08T14:14:46Z
dc.date.issued2019-03-05
dc.description.abstractMassive Open Online Courses (MOOCs) have triggered a sudden change in the educational scene. Its characteristics of being free, heterogeneous, multi-thematic, and fostering lifelong learning have completely changed the instructional design scene, allowing these innovations and new architectures of teaching and learning to be included. However, MOOCs have been criticized by the scientific community for their high dropout rates and low overall completion rates, which has called into question their effectiveness as a pedagogical tool. This study analyzes how the application of gamification strategies in MOOCs on energy sustainability affects participants’ engagement and seeks to identify what types of interactive gamification media are more useful in generating interest and motivation in students. In order to do so, a mixed quasi-experimental method is used. A gamification board with challenges, badges, and leaderboards to a sample is used, and at the same time, this platform is analyzed using the Integrated Theoretical Gamification Model in e-Learning Environments (E-MIGA). In the MOOCs where gamification strategies were applied, a global completion rate of 14.43% was obtained, while in those without gamification, 6.162% was obtained. Likewise, the degree of student engagement with respect to the completion rate of activities was much higher in the gamified platform (28.032%) than in the traditional design (13.252%). The results show that applying gamification strategies in MOOCs achieves a higher level of engagement and student motivation.
dc.description.notesThis research has been realized in the framework of Project 266632 “Laboratorio Binacional para la Gestión Inteligente de la Sustentabilidad Energética y la Formación Tecnológica” [Binational Laboratory for the Intelligent Management of the Energy Sustainability and the Technological Formation], with financing by energy sustainability fund CONACYT-SENER (Agreement: S0019201401).en_US
dc.identifier.endpage10en_US
dc.identifier.journalIEEE Accessen_US
dc.identifier.startpage1en_US
dc.identifier.urihttp://hdl.handle.net/11285/632872
dc.identifier.volumePre-Printen_US
dc.language.isoengen_US
dc.publisherIEEEen_US
dc.relationCONACYT-SENER (Agreement: S0019201401).en_US
dc.relation.url10.1109/ACCESS.2019.2903230en_US
dc.rightsOpen Accessen_US
dc.subject.countryEstados Unidos de América / United Statesen_US
dc.subject.disciplineCiencias Sociales / Social Sciencesyen_US
dc.subject.keywordCompletion ratesen_US
dc.subject.keyworde-learningen_US
dc.subject.keywordEngagementen_US
dc.subject.keywordGamificationen_US
dc.subject.keywordMOOCsen_US
dc.titleGamification in MOOCs: Engagement application test in energy sustainability coursesen_US
dc.typeRevista
html.description.abstract<html> <head> <title></title> </head> <body> <p>Massive Open Online Courses (MOOCs) have triggered a sudden change in the educational scene. Its characteristics of being free, heterogeneous, multi-thematic, and fostering lifelong learning have completely changed the instructional design scene, allowing these innovations and new architectures of teaching and learning to be included. However, MOOCs have been criticized by the scientific community for their high dropout rates and low overall completion rates, which has called into question their effectiveness as a pedagogical tool. This study analyzes how the application of gamification strategies in MOOCs on energy sustainability affects participants&#8217; engagement and seeks to identify what types of interactive gamification media are more useful in generating interest and motivation in students. In order to do so, a mixed quasi-experimental method is used. A gamification board with challenges, badges, and leaderboards to a sample is used, and at the same time, this platform is analyzed using the Integrated Theoretical Gamification Model in e-Learning Environments (E-MIGA). In the MOOCs where gamification strategies were applied, a global completion rate of 14.43% was obtained, while in those without gamification, 6.162% was obtained. Likewise, the degree of student engagement with respect to the completion rate of activities was much higher in the gamified platform (28.032%) than in the traditional design (13.252%). The results show that applying gamification strategies in MOOCs achieves a higher level of engagement and student motivation.</p> </body> </html>en_US
refterms.dateFOA2019-03-08T14:14:47Z

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
IEEE Access - Gamification Pre-Print.pdf
Size:
635.05 KB
Format:
Adobe Portable Document Format
Description:

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.16 KB
Format:
Item-specific license agreed upon to submission
Description:

Collections

logo

El usuario tiene la obligación de utilizar los servicios y contenidos proporcionados por la Universidad, en particular, los impresos y recursos electrónicos, de conformidad con la legislación vigente y los principios de buena fe y en general usos aceptados, sin contravenir con su realización el orden público, especialmente, en el caso en que, para el adecuado desempeño de su actividad, necesita reproducir, distribuir, comunicar y/o poner a disposición, fragmentos de obras impresas o susceptibles de estar en formato analógico o digital, ya sea en soporte papel o electrónico. Ley 23/2006, de 7 de julio, por la que se modifica el texto revisado de la Ley de Propiedad Intelectual, aprobado

DSpace software copyright © 2002-2025

Licencia