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The Implementation of Gamification in Massive Open Online Courses (MOOC) Platform

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User Science and Engineering (i-USEr 2018)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 886))

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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.

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Correspondence to Nur Fatihah Abu Bakar .

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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

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  • DOI: https://doi.org/10.1007/978-981-13-1628-9_17

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  • Online ISBN: 978-981-13-1628-9

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