LEARNING ANALYTICS FOR CORRELATION BETWEEN GAMIFICATION AND STUDENT ENGAGEMENT ON MASSIVE OPEN ONLINE COURSE ENVIRONMENT
Universiti Teknologi Malaysia (MALAYSIA)
About this paper:
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
Engagement in learning activities is a critical factor in determining a student's academic success. Student engagement, according to research, relates to the degree of excitement, attention, and attentiveness that students exhibit in their educational environment. Educators in the conventional learning system motivate students to engage in their learning activities by requiring them to pay attention, take notes, ask questions, and actively participate in the learning processes. Educators may sometimes ask a specific student to respond to a question in order to entice the student to participate in the learning process. This research was focus on student engagement with gamification in Web Programming course offered by Massive Open Online Course (MOOC), Universiti Teknologi Malaysia (UTM). The first experiment is to understand the effect of gamification in the MOOC to student engagement. Secondly is to study the correlation between student engagement and their performance. The result from the first experiment shows that page with gamification implemented has higher engagement from student compared to page that do not implement gamification. Positive correlations were found between student engagement and performance for the second experiment. Student engagement, as a critical variable for analyzing student learning behavior, might be utilized to determine the extent to which gamification affects student completion rates in Web Programming course MOOC-UTM. The data collected by this course reveals how students interact with them in order to accomplish their learning objectives. The analysis of data provides educators with trustworthy information on students' learning progress, enabling them to identify students' learning needs and make informed choices about how to enhance students' learning experiences. This paper has concluded that there were several types of gamifications implemented in the online course yet not all of it can be measure and validates. Only behavior engagement was focused on for this research. Apart from that, a page that was design with gamification element shows higher engagement from student. Higher engagement does not mean student perform better in the course. As the evidence, the correlation experiment clearly shows that spending more time on the course does not necessarily means student will have higher completion rate. Instead, those who engage more by commenting found to have a higher completion rate.Keywords:
Student engagement, online learning, gamification, student performance.