Abstract
The development of Massive Open Online Course (MOOC) platform has opened more opportunities for students around the world to learn and many education institutions have taken up this initiative in their effort to widen target students scope. However, MOOC faces a huge challenge whereby its students’ engagement rate is decreasing. Implementing gamification component in MOOC is said to be beneficial in engaging students, hence providing a solution to MOOC main challenge. Therefore, the purpose of this study is to present the implementation of gamification specifically in MOOC platform. This ongoing research features review of MOOC and gamification, mapping of gamification elements in MOOC, as well as design of the prototype.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Al-Qahtani, A.A.Y., Higgins, S.E.: Effects of traditional, blended and e-learning on students’ achievement in higher education. J. Comput. Assist. Learn. 29(3), 220–234 (2013). https://doi.org/10.1111/j.1365-2729.2012.00490.x
Armier, D.D., Shepherd, C.E., Skrabut, S.: Using game elements to increase student engagement in course assignments. Coll. Teach. 64(2), 64–72 (2016). https://doi.org/10.1080/87567555.2015.1094439
Barak, M., Watted, A., Haick, H.: Motivation to learn in massive open online courses: examining aspects of language and social engagement. Comput. Educ. 94, 49–60 (2016). https://doi.org/10.1016/j.compedu.2015.11.010
BĂrĂł, G.I.: Didactics 2.0: a pedagogical analysis of gamification theory from a comparative perspective with a special view to the components of learning. Proc. – Soc. Behav. Sci. 141, 148–151 (2014). https://doi.org/10.1016/j.sbspro.2014.05.027
Blohm, I., Jan, P., Leimeister, M.: Massive open online courses. Bus. Inf. Syst. Eng. 6, 111–114 (2014). https://doi.org/10.1007/s12599-014-0313-9
Brophy, J.: Motivating Students to Learn, 2nd edn. Erlbaum, Mahwah (2004)
Brigham, T.J.: An introduction to gamification: adding game elements for engagement. Med. Ref. Serv. Q. 34(4), 471–480 (2015). https://doi.org/10.1080/02763869.2015.1082385
Buckley, P., Doyle, E.: Gamification and student motivation. Interact. Learn. Environ. 24, 1–14 (2014). https://doi.org/10.1080/10494820.2014.964263
Chang, J., Wei, H.: Exploring engaging gamification mechanics in massive online open courses. J. Educ. Technol. Soc. 19, 177–203 (2016)
Chauhan, J.: Enhancing MOOC with augmented reality, adaptive learning and gamification, pp. 348–353 (2015)
ClarĂ , M., BarberĂ , E.: Learning online: massive open online courses (MOOCs), connectivism, and cultural psychology, 7919 (2016). http://doi.org/10.1080/01587919.2013.770428
Collazos, C.A., Cauca, U., González, C.S., GarcĂa, R.: Computer supported collaborative MOOCS: CSCM (2014)
Coryell, J.E., Chlup, D.T.: Implementing e-learning components with adult English language learners: vital factors and lessons learned. Comput. Assist. Lang. Learn. 20(3), 263–278 (2007). https://doi.org/10.1080/09588220701489333
Cox, M.J.: Formal to informal learning with IT: research challenges and issues for e-learning. J. Comput. Assist. Learn. 29(1), 85–105 (2013). https://doi.org/10.1111/j.1365-2729.2012.00483.x
Danforth, L.: Gamification and libraries. Libr. J. 136(3), 84 (2011)
De Smet, C., Schellens, T., De Wever, B., Brandt-Pomares, P., Valcke, M.: The design and implementation of learning paths in a learning management system. Interact. Learn. Environ. 4820, 1–21 (2014). https://doi.org/10.1080/10494820.2014.951059. (June 2015)
De-Marcos, L., Garcia-Lopez, E., Garcia-Cabot, A.: On the effectiveness of game-like and social approaches in learning: comparing educational gaming, gamification & social networking. Comput. Educ. 95, 99–113 (2015). https://doi.org/10.1016/j.compedu.2015.12.008
Endut, A., Isa, P.M., Rahayu, S., Aziz, A., Nor, M., Jono, H.H., Aziz, A.A.: E-learning for Universiti Teknologi MARA Malaysia (UiTM): campus wide implementation and accomplishments. Proc. – Soc. Behav. Sci. 67(3), 26–35 (2012). https://doi.org/10.1016/j.sbspro.2012.11.304
Faghihi, U., Brautigam, A., Jorgenson, K., Martin, D., Brown, A., Measures, E., Maldonado-Bouchard, S.: How gamification applies for educational purpose specially with college algebra. Proc. Comput. Sci. 41, 182–187 (2014). https://doi.org/10.1016/j.procs.2014.11.102
Hew, K.F., Cheung, W.S.: Students’ and instructors’ use of massive open online courses (MOOCs): motivations and challenges. Educ. Res. Rev. 12, 45–58 (2014). https://doi.org/10.1016/j.edurev.2014.05.001
Gamage, D., Perera, I., Fernando, S.: A framework to analyze effectiveness of e-learning in MOOC: learners perspective, pp. 236–241 (2015)
Gené, O.B., Nuñez, M.M.: Gamification in MOOC: challenges, opportunities and proposals for advancing MOOC model (n.d.)
Grünewald, F., Meinel, C., Totschnig, M., Willems, C.: Designing MOOCs for the support of multiple learning styles. In: Hernández-Leo, D., Ley, T., Klamma, R., Harrer, A. (eds.) EC-TEL 2013. LNCS, vol. 8095, pp. 371–382. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-40814-4_29
Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016). https://doi.org/10.1016/j.chb.2015.07.045
Lebron, D., Shahriar, H.: Comparing MOOC-based platforms: reflection on pedagogical support, framework and learning analytics. In: 2015 International Conference on Collaboration Technologies and Systems (CTS). https://doi.org/10.1109/cts.2015.7210417
Hew, K.F., Huang, B., Chu, K.W.S., Chiu, D.K.W.: Engaging Asian students through game mechanics: findings from two experiment studies. Comput. Educ. 92–93, 221–236 (2016). https://doi.org/10.1016/j.compedu.2015.10.010
Lai, H.F.: Determining the sustainability of virtual learning communities in e-learning platform. In: 5th International Conference on Computer Science and Education, Final Program and Book of Abstracts, ICCSE 2010, pp. 1581–1586 (2010). http://doi.org/10.1109/ICCSE.2010.5593772
Hoy, M.B.: MOOCs 101: an introduction to massive open online courses. Med. Ref. Serv. Q. 33, 85–91 (2016). https://doi.org/10.1080/02763869.2014.866490
Hurst, E.J.: Digital badges: beyond learning incentives. J. Electron. Resour. Med. Libr. 12(3), 182–189 (2015). https://doi.org/10.1080/15424065.2015.1065661
Imazeki, J., Imazeki, J.: Bring-your-own-device: turning cell phones into forces for good. J. Econ. Educ. 45, 240–250 (2016)
Jäntschi, L., Bolboacǎ, S.D., Marta, M.M., Laszlo, A.: E-learning and e-evaluation: a case study. In: 2008 Conference on Human System Interaction, HSI 2008, pp. 840–845 (2008). http://doi.org/10.1109/HSI.2008.4581552
Jayasinghe, U., Dharmaratne, A.: Game based learning vs. gamification from the higher education students’ perspective. In: International Conference on Teaching, Assessment and Learning for Engineering, pp. 683–688, August 2013. http://doi.org/10.1109/TALE.2013.6654524
Kelleher, J.: Current State of Massive Open Online Courses in Malaysia, 23 October 2015. http://www.opengovasia.com/articles/6606-current-state-of-massive-open-online-courses-in-malaysia. Accessed 13 Apr 2017
Khalid, S.U., Basharat, A., Shahid, A.A., Hassan, S.: An adaptive e-learning framework to supporting new ways of teaching and learning. In: International Conference on Information and Communication Technologies, ICICT 2009, pp. 300–306 (2009). http://doi.org/10.1109/ICICT.2009.5267175
King, C., Doherty, K., Kelder, J., Mcinerney, F., Walls, J., Robinson, A., Vickers, J.: “Fit for Purpose”: a cohort-centric approach to MOOC design. Int. J. Educ. Technol. High. Educ. 11(3), 108–121 (2014). Open Educational Resources Initiatives in Oceania
De Langen, F., Van Den Bosch, H.: Massive Open Online Courses: disruptive innovations or disturbing inventions? 513 (2016). http://doi.org/10.1080/02680513.2013.870882
Landers, R.N.: Developing a theory of gamified learning: linking serious games and gamification of learning. Simul. Gaming 45(6), 752–768 (2014). https://doi.org/10.1177/1046878114563660
Landers, R.N., Armstrong, M.B.: Enhancing instructional outcomes with gamification: an empirical test of the technology-enhanced training effectiveness model. Comput. Hum. Behav. 1–9 (2014). http://doi.org/10.1016/j.chb.2015.07.031
Laubersheimer, J., Ryan, D., Champaign, J.: InfoSkills2Go: using badges and gamification to teach information literacy skills and concepts to college-bound high school students. J. Libr. Adm. 56, 1–15 (2016). https://doi.org/10.1080/01930826.2015.1123588
Leaning, M.: A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. J. Med. Pract. 16(2), 155–170 (2015). https://doi.org/10.1080/14682753.2015.1041807
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Abu Bakar, N.F., Yusof, A.F., A. Iahad, N., Ahmad, N. (2018). The Implementation of Gamification in Massive Open Online Courses (MOOC) Platform. In: Abdullah, N., Wan Adnan, W., Foth, M. (eds) User Science and Engineering. i-USEr 2018. Communications in Computer and Information Science, vol 886. Springer, Singapore. https://doi.org/10.1007/978-981-13-1628-9_17
Download citation
DOI: https://doi.org/10.1007/978-981-13-1628-9_17
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-13-1627-2
Online ISBN: 978-981-13-1628-9
eBook Packages: Computer ScienceComputer Science (R0)