Print Email Facebook Twitter How can Gamification Improve MOOC Student Engagement? Title How can Gamification Improve MOOC Student Engagement? Author Khalil, M.F.D. (TU Delft Web Information Systems) Ebner, Martin (Graz University of Technology) Admiraal, Wilfried (Universiteit Leiden) Contributor Pivec, M. (editor) Grundler, J. (editor) Date 2017-10-04 Abstract 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. Subject gamificationmassive open online courses (MOOCs)learning analyticsmotivationretentiondropout To reference this document use: http://resolver.tudelft.nl/uuid:4da4de73-d7a4-4a81-825d-70569e12fff9 Publisher Curran Associates, Inc., New York ISBN 978-1-5108-5044-6 Source 11th European Conference on Game Based Learning (ECGBL 2017), 1 Event 11th European Conference on Games Based Learning, ECGBL 2017, 2017-10-05 → 2017-10-06, Graz, Austria Part of collection Institutional Repository Document type conference paper Rights © 2017 M.F.D. Khalil, Martin Ebner, Wilfried Admiraal Files PDF ECGBL_Proceeding_Paper.pdf 416.28 KB Close viewer /islandora/object/uuid:4da4de73-d7a4-4a81-825d-70569e12fff9/datastream/OBJ/view