Gamification in MOOCs to enhance users' goal achievement

Alessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus Specht

    Research output: Chapter in Book/Report/Conference proceedingConference Article in proceedingAcademic

    184 Downloads (Pure)

    Abstract

    Gamification in engineering education has been applied with success in the last years. Also, Massive Open Online Courses (MOOCs) are recognized as a good strategy to enhance engineering education. Nevertheless, MOOCs have two main weaknesses: first, lack of addressing personal goals; and second, low completion rates in comparison to the number of registrations to the MOOCs. To improve learning experiences in MOOCs and to strengthen self-regulated personalized learning we propose the application of gamification in MOOCs. Our assumption is that MOOC learners will better succeed in achieving their goals if they can individually personalize and plan their learning paths through gamification. This assumption is based on the implementation intention theory which claims that people who foster their goal intentions with implementation intentions are comparatively more successful in their personal goal achievements. Based on a preliminary literature review this article presents and arguments on our research idea on how to apply gamification to enhance MOOC users’ goal achievement. Besides, it introduces a new perspective on MOOC completion rates based on the user intention and a new way of measuring it via the Personal Goal Achievement Ratio (PGAR) and the Overall Goal Achievement Ratio (OGAR).
    Original languageEnglish
    Title of host publicationProceedings of 2017 IEEE Global Engineering Education Conference (EDUCON2016)
    Subtitle of host publication„Challenging the Transition from the Classic to the Emerging in Engineering Education“
    PublisherIEEE
    Pages1654-1662
    Number of pages9
    ISBN (Electronic)9781509054671
    DOIs
    Publication statusPublished - 2017

    Keywords

    • Gamification
    • MOOCs
    • goal achievement

    Fingerprint

    Dive into the research topics of 'Gamification in MOOCs to enhance users' goal achievement'. Together they form a unique fingerprint.

    Cite this