Gamification Increases Completion Rates in Massive Open Online Courses
Autor: | Krzysztof Nesterowicz, Ulkar Bayramova, Seyed-Mohammad Fereshtehnejad, Ana Scarlat, Anthony Ash, Anna Maria Augustyn, Tamás Szádeczky |
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Rok vydání: | 2022 |
Předmět: | |
Zdroj: | International Journal of Information and Communication Technology Education. 18:1-12 |
ISSN: | 1550-1337 1550-1876 |
DOI: | 10.4018/ijicte.294447 |
Popis: | Massive Open Online Courses (MOOCs) aim at unlimited participation and open access via the web. There are concerns about the actual value of such courses. This is predominantly due to higher dropout rates. According to studies, only 7-13% go on to complete these courses. The high dropout rate in MOOCs is a challenge for education providers. This paper aims to explore reasons for high dropout rates within MOOCs and how they can be minimized. With this in mind, two research questions have been set for this study: 1) Why do MOOC participants not complete their courses? 2) How can the course completion rate be increased? Implementation of the strategies investigated in this paper can increase completion rates in MOOCs. In conclusion, after analyzing the collected data, the final results have shown that gamification increased the completion rate of MOOCs. |
Databáze: | OpenAIRE |
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