Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Understanding student behavior and perceptions toward earning badges in a gamified MOOC
Download
index.pdf
Date
2019-08-01
Author
Ortega-Arranz, Alejandro
Er, Erkan
Martinez-Mones, Alejandra
Bote-Lorenzo, Miguel L.
Asensio-Perez, Juan I.
Munoz-Cristobal, Juan A.
Metadata
Show full item record
This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
.
Item Usage Stats
135
views
149
downloads
Cite This
Despite the advantages of MOOCs, such as the open and free access to education, these courses are criticized for students' lack of motivation and their high dropout rates. Gamification is a technique used to increase student motivation and engagement in small-scale educational contexts. However, the effects of gamification on student engagement have been scarcely explored in MOOC environments, and the findings so far are inconsistent. To address this gap, this research work examines the students' behavior toward earning badges and how it relates to their engagement in a gamified MOOC. According to the results, the behaviors toward badges of the active students were generally positive and significantly correlated with other variables measuring their engagement (e.g., pageviews, submitted tasks, forum posts), although this positive behavior seems to decrease throughout the course. Additionally, students that reported high motivation by badges at the end of the course showed a higher engagement level than those that were not appealed by badges.
URI
https://hdl.handle.net/11511/90408
Journal
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY
DOI
https://doi.org/10.1007/s10209-019-00677-8
Collections
Department of Computer Education and Instructional Technology, Article
Suggestions
OpenMETU
Core
Exploring the Problems Experienced by Learners in a MOOC Implementing Active Learning Pedagogies
Topali, Paraskevi; Ortega-Arranz, Alejandro; Er, Erkan; Martinez-Mones, Alejandra; Villagra-Sobrino, Sara L.; Dimitriadis, Yannis (2019-01-01)
Although Massive Open Online Courses (MOOCs) have been reported as an effective educational tool offering numerous opportunities in online learning, the high dropout rates and the lack of learners' motivation are factors concerning researchers and instructors. The one-size-fits-all instructional approach that most courses follow, failing to address the individual needs of learners, has been seen as their weakest point. Recent efforts focus on the inclusion of active learning pedagogies in MOOCs to stimulate...
The effect of game elements on time-spent by students on a web-supported information technology course
Karakuşcu, Ahmet Kazım; Aşkun, Cengiz Savaş; Department of Computer Education and Instructional Technology (2021-5-12)
Today, online learning platforms are being utilized at almost all education levels, but there are problems in student participation and engagement. On the other hand, an emerging concept of using game elements in non-gaming contexts showed potential to solve these engagement problems in educational settings. This study aimed to investigate the effect of game elements on the time-spent by students on the online portion of a web-supported information technology course (WITC) at the university level. The cours...
Identifying factors that affect students' acceptance of web-based assessment tools within the context of higher education
Alkış, Nurcan; Özkan Yıldırım, Sevgi; Department of Information Systems (2010)
The main aim of this thesis study is to identify the factors that affect higher education students’ perceptions of computerized assessment for learning. This study additionally aims to help effective use of computers in assessment activities by guiding the teachers or educational organization by interpreting the factors that affect students’ attitudes toward computer use in examinations. Quantitative research design has been used in this study. When choosing the participants, nonprobability sampling strateg...
Uncovering the relationship between student engagement and organizational culture in a public university in Turkey
Borhan, Ersan.; Emil, Serap; Department of Educational Administration and Planning Education (2020)
Student engagement has become a seminal phenomenon in recent higher education studies since it is associated with both desirable student outcomes and the quality of higher education policies and practices. It is defined as the time and energy devoted by the students to their studies and institutional efforts to create effective educational environment. Although the literature has given in-depth comprehension about the role of organizational characteristics in engagement, there has been few studies touching ...
Effective teaching and learning at vocational education at Tertiary Level: a qualitative study of administrators', teachers' and students' perceptions
Sarıkaya Erdem, Yelda; Yıldırım, Ali (2019-8-29)
The aim of this study is to explore the phenomenon of teaching and learning at higher vocational education schools through administrators’, teachers’ and students’ perceptions. In line with this, phenomenological research design was employed, and data were collected at eight higher vocational schools in Nevşehir, Turkey from 8 administrators, 16 teachers and 16 focus groups through semi-structured interviews and non-participant observation. Data analysis, conducted through inductive content analysis approac...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
A. Ortega-Arranz, E. Er, A. Martinez-Mones, M. L. Bote-Lorenzo, J. I. Asensio-Perez, and J. A. Munoz-Cristobal, “Understanding student behavior and perceptions toward earning badges in a gamified MOOC,”
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY
, pp. 533–549, 2019, Accessed: 00, 2021. [Online]. Available: https://hdl.handle.net/11511/90408.