Khalil, Mohammad; Wong, Jacqueline; de Koning, Björn; Ebner, Martin; Paas, Fred: Gamification in MOOCs: A Review of the State of the Art (Draft). Proceedings of the 2018 IEEE Global Engineering Education Conference, S. 1635–1644, Santa Cruz, Tenerife, Canary Islands, Spains, 2018. (Typ: Inproceedings | Abstract | Links | BibTeX | Schlagwörter: A, gamification, literature review, massive open online courses (MOOCs)) Copyright Besprochen in Bldg-Alt-Entf #3 @inproceedings{Khalil2018, title = {Gamification in MOOCs: A Review of the State of the Art (Draft)}, author = {Mohammad Khalil and Jacqueline Wong and Björn de Koning and Martin Ebner and Fred Paas}, url = {https://www.researchgate.net/publication/324528892_Gamification_in_MOOCs_A_Review_of_the_State_of_the_Art}, year = {2018}, date = {2018-04-01}, urldate = {2018-05-16}, booktitle = {Proceedings of the 2018 IEEE Global Engineering Education Conference}, pages = {1635–1644}, address = {Santa Cruz, Tenerife, Canary Islands, Spains}, abstract = {A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students' access to education. However, the low completion rates in MOOCs suggest that student engagement and progression in the courses are problematic. Following the increasing adoption of gamification in education, it is possible that gamification can also be effectively adopted in MOOCs to enhance students' motivation and increase completion rates. Yet at present, the extent to which gamification has been examined in MOOCs is not known. Considering the myriad gamification elements that can be adopted in MOOCs (e.g., leaderboards and digital badges), this theoretical research study reviews scholarly publications examining gamification of MOOCs. The main purpose is to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs. The results of the literature study indicate that research on gamification in MOOCs is in its early stages. While there are only a handful of empirical research studies, results of the experiments generally showed a positive relation between gamification and student motivation and engagement. It is concluded that there is a need for further studies using educational theories to account for the effects of employing gamification in MOOCs.}, keywords = {A, gamification, literature review, massive open online courses (MOOCs)}, pubstate = {published}, tppubtype = {inproceedings} } A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students' access to education. However, the low completion rates in MOOCs suggest that student engagement and progression in the courses are problematic. Following the increasing adoption of gamification in education, it is possible that gamification can also be effectively adopted in MOOCs to enhance students' motivation and increase completion rates. Yet at present, the extent to which gamification has been examined in MOOCs is not known. Considering the myriad gamification elements that can be adopted in MOOCs (e.g., leaderboards and digital badges), this theoretical research study reviews scholarly publications examining gamification of MOOCs. The main purpose is to provide an overview of studies on gamification in MOOCs, types of research studies, theories applied, gamification elements implemented, methods of implementation, the overall impact of gamification in MOOCs, and the challenges faced by researchers and practitioners when implementing gamification in MOOCs. The results of the literature study indicate that research on gamification in MOOCs is in its early stages. While there are only a handful of empirical research studies, results of the experiments generally showed a positive relation between gamification and student motivation and engagement. It is concluded that there is a need for further studies using educational theories to account for the effects of employing gamification in MOOCs. |
Bicen, Huseyin; Kocakoyun, Senay: Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13 (2), 2018, ISSN: 1863-0383. (Typ: Artikel | Abstract | Links | BibTeX | Schlagwörter: achievement, competition, gamification, motivation, O, students) CC BY 3.0 Besprochen in Bldg-Alt-Entf #3 @article{Bicen2018, title = {Perceptions of Students for Gamification Approach: Kahoot as a Case Study}, author = {Huseyin Bicen and Senay Kocakoyun}, url = {http://online-journals.org/index.php/i-jet/article/view/7467 http://dx.doi.org/10.3991/ijet.v13i02.7467}, doi = {10.3991/ijet.v13i02.7467}, issn = {1863-0383}, year = {2018}, date = {2018-02-27}, urldate = {2018-05-16}, journal = {International Journal of Emerging Technologies in Learning (iJET)}, volume = {13}, number = {2}, publisher = {kassel university press GmbH}, abstract = {A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study.}, keywords = {achievement, competition, gamification, motivation, O, students}, pubstate = {published}, tppubtype = {article} } A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this method, the environment necessary for its use, and the manner by which the application should proceed. The effect of a gamification approach on student achievement through intra-class competition was assessed using quantitative and qualitative methods. In this study, the Kahoot application was the preferred gamification method used. Participating students included 65 undergraduate students studying at the Department of Preschool Teaching. The findings showed that inclusion of a gamification method increased the interest of students in the class, and increased student ambitions for success. This method was also found to have a positive impact on student motivation. Furthermore, the results of this study indicate that the Kahoot application can be used effectively for gamification of lessons. In conclusion, the gamification method has an impact on students that renders them more ambitious and motivated to study. |
Huynh, Duy; Iida, Hiroyuki: An Analysis of Winning Streak's Effects in Language Course of "Duolingo". Asia-Pacific Journal of Information Technology and Multimedia, 6 (2), S. 23–29, 2017, ISSN: 2289-2192. (Typ: Artikel | Abstract | Links | BibTeX | Schlagwörter: A, Duolingo, game theory, gamification, language learning) Free Access Besprochen in Bldg-Alt-Entf #2 @article{Huynh2017, title = {An Analysis of Winning Streak's Effects in Language Course of "Duolingo"}, author = {Duy Huynh and Hiroyuki Iida}, url = {http://ejournals.ukm.my/apjitm/article/view/18800/7040}, issn = {2289-2192}, year = {2017}, date = {2017-12-01}, urldate = {2018-04-22}, journal = {Asia-Pacific Journal of Information Technology and Multimedia}, volume = {6}, number = {2}, pages = {23--29}, abstract = {This paper explores the effects of the winning streak on users' motivation and engagement in Duolingo's language course. The winning streak has been used in sport and video games to describe a consecutive number of successful actions and increase players' attention to complete their goal. Similarly, in gamified education system, the winning streak is employed as a game element to boost up motivation of learners. By applying game refinement theory as an assessment method, enjoyment of two user groups in Duolingo is measured to compare. The results indicate that the winning streak can boost up learners' motivation and attention to complete their goals. It also expressed that the winning streak is more significant for advanced learners who are in the high level of milestone than those who are in the low level of milestone.}, keywords = {A, Duolingo, game theory, gamification, language learning}, pubstate = {published}, tppubtype = {article} } This paper explores the effects of the winning streak on users' motivation and engagement in Duolingo's language course. The winning streak has been used in sport and video games to describe a consecutive number of successful actions and increase players' attention to complete their goal. Similarly, in gamified education system, the winning streak is employed as a game element to boost up motivation of learners. By applying game refinement theory as an assessment method, enjoyment of two user groups in Duolingo is measured to compare. The results indicate that the winning streak can boost up learners' motivation and attention to complete their goals. It also expressed that the winning streak is more significant for advanced learners who are in the high level of milestone than those who are in the low level of milestone. |
Gamification in MOOCs: A Review of the State of the Art (Draft). Proceedings of the 2018 IEEE Global Engineering Education Conference, S. 1635–1644, Santa Cruz, Tenerife, Canary Islands, Spains, 2018. Copyright Besprochen in Bldg-Alt-Entf #3 | :
Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13 (2), 2018, ISSN: 1863-0383. CC BY 3.0 Besprochen in Bldg-Alt-Entf #3 | :
An Analysis of Winning Streak's Effects in Language Course of "Duolingo". Asia-Pacific Journal of Information Technology and Multimedia, 6 (2), S. 23–29, 2017, ISSN: 2289-2192. Free Access Besprochen in Bldg-Alt-Entf #2 | :