TY - JOUR
T1 - GamiTool
T2 - Supporting Instructors in the Gamification of MOOCs
AU - Ortega-Arranz, Alejandro
AU - Asensio-Perez, Juan I.
AU - Martinez-Mones, Alejandra
AU - Bote-Lorenzo, Miguel L.
AU - Ortega-Arranz, Hector
AU - Kalz, Marco
PY - 2022
Y1 - 2022
N2 - Reward-based gamification strategies are proposed as a promising technique to increase student engagement in Massive Open Online Courses (MOOCs), following its success in other small-scale educational settings. However, these strategies imply a number of orchestration tasks (e.g., design, management) that are usually carried out by instructors, and which may hinder their use and adoption. Furthermore, some MOOC distinctive features (e.g., scale, 24/7 availability, etc.) have considerable implications on how these gamification strategies are orchestrated, resulting in an unmanageable instructors’ workload in cases of manual operation. Therefore, an eventual adoption of gamification in MOOCs calls for automatic systems capable of decreasing the additional workload of instructors. The limitations identified in the current solutions (e.g., non-usable graphical interfaces, inflexible gamification designs) led us to propose and develop a new gamification system named GamiTool. An evaluation with 19 MOOC instructors and gamification designers showed the high design expressiveness, usability and potential for adoption of GamiTool. Hence, GamiTool can be used by instructors to improve students’ engagement, and also, by researchers to keep understanding the effects of gamification in MOOC settings.
AB - Reward-based gamification strategies are proposed as a promising technique to increase student engagement in Massive Open Online Courses (MOOCs), following its success in other small-scale educational settings. However, these strategies imply a number of orchestration tasks (e.g., design, management) that are usually carried out by instructors, and which may hinder their use and adoption. Furthermore, some MOOC distinctive features (e.g., scale, 24/7 availability, etc.) have considerable implications on how these gamification strategies are orchestrated, resulting in an unmanageable instructors’ workload in cases of manual operation. Therefore, an eventual adoption of gamification in MOOCs calls for automatic systems capable of decreasing the additional workload of instructors. The limitations identified in the current solutions (e.g., non-usable graphical interfaces, inflexible gamification designs) led us to propose and develop a new gamification system named GamiTool. An evaluation with 19 MOOC instructors and gamification designers showed the high design expressiveness, usability and potential for adoption of GamiTool. Hence, GamiTool can be used by instructors to improve students’ engagement, and also, by researchers to keep understanding the effects of gamification in MOOC settings.
KW - Gamification
KW - MOOCs
KW - instructors
KW - rewards
KW - system
KW - workload
U2 - 10.1109/ACCESS.2022.3228762
DO - 10.1109/ACCESS.2022.3228762
M3 - Article
SN - 2169-3536
VL - 10
SP - 131965
EP - 131979
JO - IEEE Access
JF - IEEE Access
ER -