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Titre
The use of gamification in xMOOCs about energy: Effects and predictive models for participants’ learning
Autor(es)
Sujet
MOOCs
Gamification in education
Gamified challenge
Higher education
Teaching methods
Clasificación UNESCO
5802.04 Niveles y Temas de Educación
Fecha de publicación
2020-01-01
Éditeur
ASCILITE
Citación
Rincon Flores, E. G., Mena, J., Ramírez Montoya, M. S., & Ramirez Velarde, R. (2020). The use of gamification in xMOOCs about energy: Effects and predictive models for participants’ learning. Australasian Journal of Educational Technology, 36(2), 43-59. https://doi.org/10.14742/ajet.4818
Serie / N.º
Australasian Journal of Educational Technology; 36(2)
Resumen
[EN] Open access education has significantly grown in strength as a new way of fostering innovation in schools. Such is the case of massive open online courses (MOOCs), which have the added benefit of encouraging the democratisation of learning. In this sense, the Bi-National Laboratory on Smart Sustainable Energy Management and Technology Training between Mexico and the United States of America was launched with the purpose of trying MOOC technology and measuring its impact on the academic, business, and social sectors. Under this scenario, this study aimed to show the relationship between using gamification and level of performance in a MOOC on energy topics. The methodology was quantitative, using the course analytical data for socio-demographic information and predictive models. A total of 6246 participants enrolled in the MOOC and 1060 finished it. The results showed that participants aged between 20 and 50 had the highest completion rates in the gamified challenge; the higher academic degree, the more inclined participants were to solve the gamified challenge; and no such distinction exists by gender.
URI
ISSN
1449-3098
DOI
10.14742/ajet.4818
Versión del editor
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