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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Main Authors: Suepphong Chernbumroong, Pradorn Sureephong, Yootthapong Tongpaeng
Format: Conference Proceeding
Published: 2019
Subjects:
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http://cmuir.cmu.ac.th/jspui/handle/6653943832/65336
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Institution: Chiang Mai University
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spelling th-cmuir.6653943832-653362019-08-05T04:36:38Z The gamification element selection method Suepphong Chernbumroong Pradorn Sureephong Yootthapong Tongpaeng Arts and Humanities Computer Science Engineering © 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. 2019-08-05T04:31:55Z 2019-08-05T04:31:55Z 2019-04-15 Conference Proceeding 2-s2.0-85065092072 10.1109/ECTI-NCON.2019.8692228 https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85065092072&origin=inward http://cmuir.cmu.ac.th/jspui/handle/6653943832/65336
institution Chiang Mai University
building Chiang Mai University Library
country Thailand
collection CMU Intellectual Repository
topic Arts and Humanities
Computer Science
Engineering
spellingShingle Arts and Humanities
Computer Science
Engineering
Suepphong Chernbumroong
Pradorn Sureephong
Yootthapong Tongpaeng
The gamification element selection method
description © 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.
format Conference Proceeding
author Suepphong Chernbumroong
Pradorn Sureephong
Yootthapong Tongpaeng
author_facet Suepphong Chernbumroong
Pradorn Sureephong
Yootthapong Tongpaeng
author_sort Suepphong Chernbumroong
title The gamification element selection method
title_short The gamification element selection method
title_full The gamification element selection method
title_fullStr The gamification element selection method
title_full_unstemmed The gamification element selection method
title_sort gamification element selection method
publishDate 2019
url 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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