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Gamification in MOOCs to enhance users' goal achievement

机译:MOOC中的游戏化,以提高用户的目标达成率

摘要

Gamification in engineering education has been applied with success in the last years. Also, Massive Open Online Courses (MOOCs) are recognized as a good strategy to enhance engineering education. Nevertheless, MOOCs have two main weaknesses: first, lack of addressing personal goals; and second, low completion rates in comparison to the number of registrations to the MOOCs. To improve learning experiences in MOOCs and to strengthen self-regulated personalized learning we propose the application of gamification in MOOCs. Our assumption is that MOOC learners will better succeed in achieving their goals if they can individually personalize and plan their learning paths through gamification. This assumption is based on the implementation intention theory which claims that people who foster their goal intentions with implementation intentions are comparatively more successful in their personal goal achievements. Based on a preliminary literature review this article presents and arguments on our research idea on how to apply gamification to enhance MOOC users’ goal achievement. Besides, it introduces a new perspective on MOOC completion rates based on the user intention and a new way of measuring it via the Personal Goal Achievement Ratio (PGAR) and the Overall Goal Achievement Ratio (OGAR).
机译:近年来,工程教育中的游戏化已成功应用。此外,大规模开放在线课程(MOOC)被认为是增强工程学教育的好策略。然而,MOOCs有两个主要缺点:第一,缺乏实现个人目标的能力;其次,与MOOC的注册数量相比,完成率低。为了改善MOOC中的学习体验,并加强自我调节的个性化学习,我们建议游戏化在MOOC中的应用。我们的假设是,如果MOOC学习者能够通过游戏化个性化和计划学习路径,他们将更好地成功实现目标。该假设基于实施意图理论,该理论主张以实施意图来培养目标意图的人在实现个人目标方面相对较成功。在初步文献综述的基础上,本文提出了关于我们如何应用游戏化技术来提高MOOC用户的目标成就的研究思路并提出了自己的观点。此外,它介绍了基于用户意图的MOOC完成率的新观点,以及通过个人目标成就率(PGAR)和总体目标成就率(OGAR)进行度量的新方法。

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