The gamification element selection method

© 2019 IEEE. The Massive Open Online Course (MOOC) is considered as a new education platform which supports learners in accessing information anytime anywhere. However, the high dropout rate is still a crucial problem for MOOCs which is linked to the uncertainties of learner motivation. Thus, gamifi...

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Bibliographic Details
Main Authors: Suepphong Chernbumroong, Pradorn Sureephong, Yootthapong Tongpaeng
Format: Conference Proceeding
Published: 2019
Subjects:
Online Access:https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85065092072&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/65336
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Institution: Chiang Mai University
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Summary:© 2019 IEEE. The Massive Open Online Course (MOOC) is considered as a new education platform which supports learners in accessing information anytime anywhere. However, the high dropout rate is still a crucial problem for MOOCs which is linked to the uncertainties of learner motivation. Thus, gamification can be a potential concept which promotes motivation and engagement for learners. Previously, many researchers already implemented game elements such as points, badges, or leaderboard in online learning contexts. The adaptation of different game elements provides different results. It seems that there is no empirical method which provides a guideline or suggestions on how to select such gamification elements. This paper provides a game element selection method for developers.