The OER Knowledge Cloud makes use of cookies. By continuing, you consent to this use. More information.
GamES MOOC - Conceptual ideas and first steps towards implementation of a MOOC for children
Berkling, Kay · El-Husseny, Abdullrahman · Latt, Dennis · Petrov, Christian · Waigand, Andreas · Walther, Jochen

Published2016
ConferenceProceedings of the 8th International Conference on Computer Supported Education
Volume 1, Pages 405-412
PublisherINSTICC
CountryGermany, Europe

ABSTRACT
This paper presents conceptual ideas and a first prototype towards establishing a GamES (GAM)ified (E)lementary (S)chool MOOC for children who do not have access to schools. The project is being developed across several Bachelor student projects in collaboration between Cooperative State University, Karlsruhe and the German University of Cairo. A hybrid architecture is designed to support children on mobile devices with intermittent Internet access. Upon access, current learning status and new content are updated. The content consists of leveled games addressing skills defined by the US common core standards for K-5 in subjects Mathematics and English (that can be adapted to other languages). The children's MOOC combines ideas of adaptive user interface, off-line personalized learning, common core standards, and game-based learning. The child's user interface is gamified and after initial registration designed to be manageable for K-5 graders. A second interface addresses the community of game developers who are interested in donating games for certain core skills. In a next step, assessment and government certification of achievements will be tackled. The MOOC software is intended as open source to allow for community development.

Keywords children · common core standard · game-based learning · gamification · K-5 · mLearning · MOOC

Published atRome, Italy
ISBN978-989-758-179-3
RefereedYes
RightsCopyright c 2016 by SCITEPRESS
DOI10.5220/0005857304050412
URLhttp://www.scitepress.org/DigitalLibrary/Link.aspx?doi=10.5220/0005857304050412
Export optionsBibTex · EndNote · Tagged XML · Google Scholar


Viewed by 161 distinct readers




CLOUD COMMUNITY REVIEWS

The evaluations below represent the judgements of our readers and do not necessarily reflect the opinions of the Cloud editors.

Click a star to be the first to rate this document


POST A COMMENT
SIMILAR RECORDS

Open Education: Auf dem Weg zu einer offenen Hochschulbildung
Deimann, Markus
»Open Education«, also das bildungspolitische Ziel, Bildung frei verfügbar zu machen, ist Gegenstand eines lebendigen Diskurses. Markus Deimann gibt einen systematischen Überblick zum Thema »Offene Bildung/Open ...
Match: MOOC; Germany; Europe

Gamification in MOOCs: A review of the state of the art
Khalil, Mohammad; Wong, Jacqueline; de Koning, Bjorn; Ebner, Martin; Paas, Fred
A Massive Open Online Course (MOOC) is a type of online learning environment that has the potential to increase students' access to education. However, the low completion rates in MOOCs suggest that student engagement ...
Match: gamification; MOOC; Europe

MOBIMOOC 2012: A new tree structure for the delivery of Connectivist MOOCs
Rodriguez, Osvaldo C.
Based on the explicit principles of connectivism (autonomy, diversity, openness and interactivity) and on the activities of aggregation, remixing, repurposing and feeding forward resources and learning, connectivist ...
Match: mLearning; MOOC; Europe

Graphic classes in the worldwide classroom: A comparison of two MOOC experiences
Pujadas-Gispert, Ester; Redondo Domínguez, Ernest; Estela-Carbonell, María Rosa; Marcos, Carlos L.
Graphics are present in the day-to-day professional practice of architects and engineers, not only to receive and transmit information, but also to design and create. Students who are accepted on university courses have ...
Match: gamification; MOOC; Europe

Gamification in MOOCs to enhance users' goal achievement
Antonaci, Alessandra; Klemke, Roland; Stracke, Christian M.; Specht, Marcus
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 ...
Match: gamification; MOOC; Europe

Gamification: A key determinant of massive open online course (MOOC) success
Aparicio, Manuela; Oliveira, Tiago; Bacao, Fernando; Painho, Marco
Massive open online courses (MOOCs), contribute significantly to individual empowerment because they can help people learn about a wide range of topics. To realize the full potential of MOOCs, we need to understand ...
Match: gamification; MOOC; Europe

From low-scale to collaborative, gamified and massive-scale courses: Redesigning a MOOC
Ortega-Arranz, Alejandro; Sanz-Martínez, Luisa; Álvarez-Álvarez, Susana; Muñoz-Cristóbal, Juan A.; et al.
Despite the success of MOOCs to promote open leaning, they are usually criticized for their high drop-out rates and behaviorist pedagogical approach. Some active learning strategies, such as collaboration and ...
Match: gamification; MOOC; Europe

An Introduction to Open Educational Resources and Their Implementation in Higher Education Worldwide
Atenas, Javiera; Ebner, Martin; Ehlers, Ulf-Daniel; Nascimbeni, Fabio; Schön, Sandra
The digitization of (higher) education has exposed copyright infringement issues, as the unauthorized use of copyrighted materials has become more visible. This article explores the importance of open educational ...
Match: implementation; Germany; Europe

Opportunities and threats of the MOOC movement for higher education: The European perspective
Schuwer, Robert; Jaurena, Ines Gil; Aydin, Cengiz Hakan; Costello, Eamon; et al.
The Massive Open Online Course (MOOC) movement is the latest ‘big thing’ in Open and Distance Learning (ODL) which threatens to transform Higher Education. Both opportunities and threats are extensively discussed in ...
Match: MOOC; Europe

A practical experience on the use of gamification in MOOC courses as a strategy to increase motivation
Hernández, Rocael; Pirker, Johanna; Gütl, Christian; Morales, Miguel; et al.
The rapid and constant pace of change in technology and the increasing involvement of educational institutions in the massive online open courses (MOOC) movement elicit a large myriad of opportunities and challenges. ...
Match: gamification; Germany; Europe