The OER Knowledge Cloud makes use of cookies. By continuing, you consent to this use. More information.
Open massive gamification
Feliz, Tiberio

PublishedMay 2018
Type of workWebinar
PublisherOpenupEd
RegionEurope

ABSTRACT
A critical analysis of MOOCs didactics should reflect that the learning process is quite unimaginative, transmissive, and mechanical. Effectively, most MOOCs are displaying quite simple learning processes. Nevertheless, a simple teaching style doesn’t mean that it’s a boring learning way. Gamification provides new opportunities to motivate, incite, and engage learners. We are explaining specific strategies based on three dimensions: the teacher, the learner, and means. We invite providers, designers, teachers, tutors, and creative people to reflect about.

Questions to be discussed:

Which kind of didactical methodology is usually used in MOOCs?
How could we use gamification by a scalable way in MOOCs?
How could we design gamification strategies based on teachers in MOOCs?
How could we design gamification strategies based on learners in MOOCs?
How could we design gamification strategies based on means in MOOCs?

Keywords gamification · MOOC scalability · webinar

RightsAttribution 4.0 International (CC BY 4.0)
URLhttp://www.openuped.eu/advantages/15-english-content/news/258-recording-available-webinar-open-massive-gamification
Export optionsBibTex · EndNote · Tagged XML · Google Scholar


Viewed by 81 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

Lessons learned about communication
Feliz, Tiberio; Goig, Rosa; Santoveña, Sonia
In the real society, the new means have changed our communication ways. Social media users are actually applying the Cloutier’s model (1972). The ECO project is a European project that is carrying out 18 MOOCs with 22 ...
Match: Feliz, Tiberio; Europe

MyMOOCSpace: A cloud-based mobile system to support effective collaboration in higher education online courses
Ramírez-Donoso, Luis; Rojas-Riethmuller, Juan S.; Pérez-Sanagustín, Mar; Neyem, Andrés; Alario-Hoyos, Carlos
In recent years, institutions of higher education have been using Massive Open Online Courses (MOOCs) as an alternative to enhance and innovate traditional classroom practices. One of the approaches to this type of ...
Match: gamification

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; Europe

Gamification: a new key for enhancing engagement in MOOCs on energy?
Rincón-Flores, Elvira G.; Mena, Juanjo; Ramírez Montoya, María Soledad
Gamification is an innovative educational strategy that uses elements of games for educational purposes, including the completion of appealing challenges to increase student levels of engagement and learning. The ...
Match: gamification

Gamification in Massive Open Online Courses (MOOCs) to Support Chinese Language Learning
Metwally, Ahmed Hosny Saleh; Wang, Yining
In recent years, Massive Open Online Courses (MOOCs) have a widespread and became one of the future trends to help people from different places to learn online and study courses in different majors. One of the most ...

Open badges as credentials in Open Education systems: Case studies from Greece and Europe
Papadimitriou, Sofia; Niari, Maria
Badges are digital representations of achievements or skills which describe the framework, significance, and outcomes of a learning procedure based on specific criteria. The Open Badges’ collection can be used as a ...
Match: gamification; 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; 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; Europe

Designing MOOCs for the support of multiple learning styles
Grünewald, Franka; Meinel, Christoph; Totschnig, Michael; Willems, Christian; et al.
"Internetworking with TCP/IP'' is a Massive Open Online Course, held in German at openHPI end of 2012, that attracted a large audience that has not been in contact with higher education before. The course followed the ...
Match: gamification; Europe

Gamification of MOOCs for increasing user engagement
Vaibhav, Anant; Gupta, Pooja
As the educational organizations worldwide are moving towards bringing education experience on Internet, via Massive Open Online Courses (MOOCs) on Massive Open Online Education Platforms (MOOEPs), the retention of the ...
Match: gamification