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In recent years, Massive Open Online Courses (MOOCs) have been sought as one of the means to bridge the knowledge gap in the world we live in. Within MOOCs, the barriers of time, space, location, and accessibility have been overcome compared to traditional means of learning. MOOCs have taken the education community by storm with their unprecedented high student enrolment numbers. The adoption of well-reputed and well-known academic institutes like Stanford, MIT, Harvard and others persuaded many academic institutes worldwide to jump into this trend. However, when looking at the success of MOOCs, only completion rates were seen as the key success metric to this new pedagogical medium. But many recent academic studies have shown that completion rates are a misleading indicator of the success of a MOOC, due to the fact that learners have different aims and motivations. Some learners come with the aim of updating their professional knowledge to match the market needs, some come with the aim of socializing with like-minded people while others simply enjoy the pleasure of learning and expanding their knowledge on topics they did not know before. The need then arises to go beyond completion rates to gain a clear understanding of the obstacles, problems and issues facing students while learning within MOOCs. An empirical and exploratory study based on service science was performed on the first and biggest Arabic MOOC platform named RWAQ. The aim of the study was to understand the customer value of the service and promote student engagement in the online learning environment represented by MOOCs to help answer the following questions: How to understand student engagement in MOOCs? How to promote student engagement within MOOCs using gamification? The study was based on service design and gamification methods. This made it possible to gain a fresh look at the learners' aims, motivations, and needs and resulted in proposing solutions to enhance student engagement. Moreover, creating a collaborative, learner-centric and purposeful learning experience was accomplished. Acknowledgements: I wish to express my great pleasure to have had the occasion of working together with my late student, [Mr Mussab SHARIF]. His wish was to present personally this paper in the EduLearn2015 conference. I am very grateful to my colleague, [Ms Jutta MEURONEN], who assisted me after the sad and unexpected death of my student and supported me in final steps by doing the language check and necessary corrections.
The steps of the gamification approach in education to improve learning engagement are discussed in this paper. There are a few steps on the gamification approach that have been applied by several researchers in this era. The gamification method was used in this study, which contained game elements and game design methods in a non-game context. Six gamification categories for teaching and learning are briefly discussed in this paper: (i) Courses without online support; (ii) MOOC; (iii) Blended/ Flipped Learning; (iv) E-Learning Site; (v) Gamified Platform/ System; and (vi) Mobile Application. The proposed gamification approach in education can also be a guideline for other researchers. Results shows that most of the respondents prefer to get rewards during the learning process follow by level, avatar and points. INTRODUCTION Gamification is the concept of applying game mechanics to engage and motivate students in learning. In other words, games nowadays are a part of students daily life. They spend a lot of time to play games. In order to engage student learning, the gamification method was used, which contained game elements and game design methods in a non-game context. Furthermore, using this method can help to improve learning engagement, suit learners learning style, and provide more adaptive learning. This gamification method has been used by researchers since a few years ago. Past studies showed that there was less engagement among students in building knowledge because often times, the students were treated as ordinary technology users (Tan & Hew, 2016). The solution of accessing this information freely is needed to overcome this situation. Several researchers stated that gamification has the potential for a positive impact on performance, productivity, and user engagement (Simões, Redondo, & Vilas, 2013). By implementing gamification, students will improve themselves in getting good results. The utilisation of the gamification method means that students will learn with academic materials with the use of game elements and cater different styles of learning (Arockiyasamy, Surendheran, & Bullard, 2016; McGrath & Bayerlein, 2013). Engage can be defined when user wanted to learn or to occupy the intentions or efforts of a persons (Keene, 2014).
2019 •
Massive Open Online Courses (MOOCs) require students' motivation either intrinsically or extrinsically to complete any of its courses. Even though MOOCs enjoy great popularity and bring many benefits to the educational community, some concerns arise with MOOC advancement. In fact, MOOCs are affected by low completion rate and face issues with respect to interactivity and student engagement along MOOC duration, which may convert student excitement to boredom and then drop out at any stage. A key result of research in the past couple of years has proved that students' engagement in MOOCs is strongly related to their activities online. These activities are related to the interaction between student and logging in the MOOC, reading and writing in the MOOC discussion forum, watching videos and doing quizzes. In this research paper, we present our research in deploying a gamification mechanic in MOOCs to increase student engagement. The gamification approach relies on weekly feedback to drive student intrinsic and extrinsic motivation. Following learning analytics on students' data from a MOOC offered in 2014, 2015, and 2016, the outcome of this approach showed an obvious increase in students' activity and engagement in discussion forums, login frequency and quiz trials. The active students' cohort allotment has increased in comparison with previous versions of the same MOOC as well as the completion rate has incremented up to 26% of the total number of participants.
Global Journal of Research in Business Management
The Impact of Gamification in Students Training Programs: An Assessment of Engagement, Motivation, and Learning Outcomes. A Case Study at Universitas Muhammadiyah Surakarta2024 •
This research study examines the impact of gamification on student training programs at Universitas Muhammadiyah Surakarta (UMS). Gamification, which integrates game-like elements into educational contexts, is increasingly recognized for its potential to enhance engagement, motivation, and learning outcomes. Employing a quantitative approach, the study collected data through google form from 102 UMS students. Data was analyzed using SPSS and SmartPLS Software. Analysis focused on assessing how gamification influences student engagement, motivation, and learning outcomes. Results indicate that gamification significantly enhances these aspects within UMS training programs. Elements such as points, badges, leaderboards, and challenges were found to increase student engagement, motivation, and improve learning outcomes. The study also highlights increased participation, attendance, and collaboration levels among students participating in gamified training. The findings contribute empirically grounded insights supporting Self-Determination Theory, Flow Theory, and ExpectancyValue Theory. Practical implications include guidance for educators, program designers, and administrators at UMS and other institutions in developing effective gamified educational activities and training programs tailored to diverse student preferences. Acknowledging limitations such as the study's focus on self-reported data and the specific context of UMS, future research avenues include exploring long-term effects, demographic differences, and incorporating objective performance metrics to further understand gamification's educational impact.
Evolutions in technology have changed the day-today especially in education. The ways of teaching and learning have begun the same process. Only the methods can be varieties depends on the instructors. Nowadays, the interest-growing topic in education is about gamification. Various approach has been introduced through gamification to engage student learning but there is still criticism of gamification. Thus, this paper will present an analysis of the existing gamification elements applied in teaching and learning to enhance learning engagement. A survey of the literature was conducted to analyze the existing gamification elements applied in teaching and learning. A deep search of academic literature was under-taken includes books, journals, conference paper, articles, dissertations and theses. Suggestions on how to integrate gamification environment are also included in order to propose new model of engaging online student using gamification elements.
2019 •
Massive Open Online Courses (MOOCs), regardless of their topic, are a perfect space to generate, through virtual learning communities associated with them, very valuable resources for their participants and, in general, anyone interested in the topic covered. If in the design of these learning spaces, elements specific to games are added to them, which is known as gamification, we can try to increase the engagement of the student towards the course and, therefore, towards the community. This paper presents an experience of a MOOC of Universidad Rey Juan Carlos (Spain) with a connectivist approach. Aspects such as fun and motivation have been worked on in the design, through the application of gamified activities and the use of elements from social networks, considered as gamification, with the aim of increasing participation and engagement within a Facebook group, used as a community to support the course. We have analyzed aspects such as enjoyment and motivation, the result of whic...
Journal of Education and Learning (EduLearn)
Student engagement and academic achievement: the effect of gamification on case and project-based online learningEducation is a pivotal pillar in modern society, and technology has brought about major changes in how students learn. Online learning is becoming an increasingly popular form of education, especially since the coronavirus disease (COVID-19) pandemic broke out. However, the challenge of maintaining student engagement and motivation in online learning environments remains a concern for many educators. This is where the concept of gamification erupts as an innovative solution to this problem. This study aimed to examine the effect of case and project-based gamification models on student engagement and academic achievement in online learning in tertiary institutions. Quasi-experimental post-test only non-equivalent control group design was chosen as the method of this research. The subjects of this study were 117 students from Universitas Pendidikan Ganesha. The instrument used to measure student engagement was a questionnaire developed by researchers with reference to the online student engagement (OSE) indicator; meanwhile, an objective test was to assess student academic achievement. The data were analyzed using a oneway multivariate analysis of variance (MANOVA) technique. The study results show significant differences in student engagement and academic achievement between groups of students taught using case and project-based gamification models and direct e-learning models. Case and project-based gamification models used in online learning were effective in increasing student engagement and student academic achievement.
Gamification is a mechanism in which we use game design concepts in non-game context. This notion is used for better engagement of students in higher education. In this paper, we discuss about the role of gamification in higher education and its impact. This paper also explains the design and development of a game on OOP concepts that have adopted gamification. We expect this game design to be helpful for better student engagement
2020 •
The use of game elements and mechanics in a non-game context, gamification, is being applied in both academia and industries in recent years. However, the evaluation process to recognize the benefits and limitations of using this concept in education still requires further investigation. This paper aims to investigate the effect of the gamification element on student behavioral engagement in an online course. A leaderboard plugin was developed and deployed in a Learning Management System (LMS). To investigate the effect, a quasi-experimental design was used with 48 students, in the middle school’s computer course in Saudi Arabia. The effect of the leaderboard plugin was compared to those without a gamification plugin in the same educational setting. Initial findings indicate that the gamified online course presents better results than the traditional online course.
2023 •
The article states the usefulness of genetic study (sketches and corrections in autograph scores) for the critical edition of musical texts. It examines examples from Verdi (Il trovatore, La traviata, Aida) and Bellini (Beatrice di Tenda).
Bulletin of the School of Oriental and African Studies
On the Akkadian adjectival masculine plural -ūt once again2022 •
nimhans.kar.nic.in
7. PERSONALITY DISORDERS WITH SERIOUS IMPLICATIONS IN PRISONSNational conference on emerging research trends in engineering (NCERTE-2016)
Various types of Analysis and Optimization of Gear Hobbing process2016 •
2024 •
Twentieth-Century Music, Volume 20, Special Issue 1: Music and Democratic Transition
The Songs of Fire (1975): Sonic Narratives of Resistance and Collective Memory2023 •
Disegno - Journal of Design Culture
Disegno 2023/1, Special Issue, Designing Digital Humanities2023 •
Conference "Brancusi, Britain and the Idea of Modern Sculpture", June 27th, Henry Moore Foundation
"From Brancusi to Hepworth. The Unspeakable Experience of Reality"Tradart Institut
Les monnaies de l'Antiquité. Victoires anges et coups de coeur2008 •
The Politics of the Marvel Cinematic Universe
“Strange Sovereignty: Fantasies of Supremacy and Coloniality in the Marvel Cinematic Universe2023 •
2012 •
Jurnal Penelitian Kebidanan dan Kespro
Hubungan Inisiasi Menyusui Dini (Imd) Dengan Kejadian Perdarahan Post Partum DI Puskesmas Onan Hasang Tahun 20232024 •
HAL (Le Centre pour la Communication Scientifique Directe)
Des bulles et des blocs. Rétrospective en images des quatre dernières campagnes de fouilles sous-marines sur les vestiges immergés d’Olbia de Provence2023 •
Procedia - Social and Behavioral Sciences
Evaluating a Guidance Counsellor Education Programme: The Methodological Complexities2015 •