DIGITAL LIBRARY
ESTIMATING THE USE OF GAMIFICATION IN COLLABORATIVE MOOCS, A METHODOLOGICAL PROPOSAL
1 Universidad del Cauca (COLOMBIA)
2 Universidad de San Buenaventura Cali (COLOMBIA)
About this paper:
Appears in: EDULEARN16 Proceedings
Publication year: 2016
Pages: 8703-8712
ISBN: 978-84-608-8860-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2016.0892
Conference name: 8th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2016
Location: Barcelona, Spain
Abstract:
Although collaborative learning is not a new concept, thanks to the rise and institutionalization of Information and Communication Technologies (ICT) in recent years, this concept has recouped special relevance and significance specially in the implementation of online learning processes. So in this paper a procedure for designing collaborative learning activities in Computer Supported Collaborative MOOCs (CSCM) is presented as a methodological tool to describe the use of gamification as a mechanism to foster collaboration between students and reduce the high dropout rates affecting these courses. In addition a review of gamification metrics and strategies to foster and measure participation in the development of learning processes in virtual environments such as Massive Open Online Courses (MOOCs) are also done. Finally the paper presents possible scenarios to implement the proposed methodology.
Keywords:
MOOC, ICT, Gamification, CSCM.