Mostrar el registro sencillo del ítem

dc.contributor.authorRincón Flores, Elvira G.
dc.contributor.authorMena Marcos, Juan José 
dc.contributor.authorRamírez Montoya, María Soledad
dc.contributor.authorRamírez Velarde, Raúl
dc.date.accessioned2024-02-05T10:28:19Z
dc.date.available2024-02-05T10:28:19Z
dc.date.issued2020-01-01
dc.identifier.citationRincon 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.4818es_ES
dc.identifier.issn1449-3098
dc.identifier.urihttp://hdl.handle.net/10366/155311
dc.description.abstract[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.es_ES
dc.language.isoenges_ES
dc.publisherASCILITEes_ES
dc.relation.ispartofseriesAustralasian Journal of Educational Technology; 36(2)
dc.rightsCC0 1.0 Universal*
dc.rights.urihttp://creativecommons.org/publicdomain/zero/1.0/*
dc.subjectMOOCses_ES
dc.subjectGamification in educationes_ES
dc.subjectGamified challengees_ES
dc.subjectHigher educationes_ES
dc.subjectTeaching methodses_ES
dc.titleThe use of gamification in xMOOCs about energy: Effects and predictive models for participants’ learninges_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publishversionhttps://doi.org/10.14742/ajet.4818es_ES
dc.subject.unesco5802.04 Niveles y Temas de Educaciónes_ES
dc.identifier.doi10.14742/ajet.4818
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.journal.titleAustralasian Journal of Educational Technologyes_ES
dc.volume.number36es_ES
dc.issue.number2es_ES
dc.page.initial43es_ES
dc.page.final59es_ES
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES


Ficheros en el ítem

Thumbnail

Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem

CC0 1.0 Universal
Excepto si se señala otra cosa, la licencia del ítem se describe como CC0 1.0 Universal