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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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 |
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Arts and Humanities Computer Science Engineering Suepphong Chernbumroong Pradorn Sureephong Yootthapong Tongpaeng The gamification element selection method |
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© 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 |
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2019 |
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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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