Exploring instructors’ perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs

This study explored instructors’ perceptions, interest, self-efficacy, perceived barriers, and support needs regarding gamification in MOOCs. Both quantitative and qualitative data were collected from an online survey and follow-up interviews. Most participants showed interest in gamification and in...

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Published inJournal of computing in higher education Vol. 33; no. 1; pp. 64 - 84
Main Authors An, Yunjo, Zhu, Meina, Bonk, Curtis J., Lin, Lin
Format Journal Article
LanguageEnglish
Published New York Springer US 01.04.2021
Springer
Springer Nature B.V
Subjects
Online AccessGet full text
ISSN1042-1726
1867-1233
DOI10.1007/s12528-020-09256-w

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Abstract This study explored instructors’ perceptions, interest, self-efficacy, perceived barriers, and support needs regarding gamification in MOOCs. Both quantitative and qualitative data were collected from an online survey and follow-up interviews. Most participants showed interest in gamification and indicated that they would consider utilizing gaming elements in their future MOOCs. Interestingly, they wanted to gamify their MOOCs mostly to increase social interactions and student retention. Significant differences in self-efficacy and perceptions of gamification were found between younger participants and older participants. The results also revealed significant differences in interest and self-efficacy between participants with prior experience with gamification and those without prior experience. The major barriers to gamifying MOOCs included lack of time, limited knowledge, lack of funding, lack of fit between gamification and the course content, concerns about students’ perceptions of gamification, and concerns regarding the negative effects of gamification. Participants reported that they would need time and funding, guidance from gamification experts, examples of gamified MOOCs, more flexible MOOC platforms in order to successfully gamify their MOOCs.
AbstractList This study explored instructors’ perceptions, interest, self-efficacy, perceived barriers, and support needs regarding gamification in MOOCs. Both quantitative and qualitative data were collected from an online survey and follow-up interviews. Most participants showed interest in gamification and indicated that they would consider utilizing gaming elements in their future MOOCs. Interestingly, they wanted to gamify their MOOCs mostly to increase social interactions and student retention. Significant differences in self-efficacy and perceptions of gamification were found between younger participants and older participants. The results also revealed significant differences in interest and self-efficacy between participants with prior experience with gamification and those without prior experience. The major barriers to gamifying MOOCs included lack of time, limited knowledge, lack of funding, lack of fit between gamification and the course content, concerns about students’ perceptions of gamification, and concerns regarding the negative effects of gamification. Participants reported that they would need time and funding, guidance from gamification experts, examples of gamified MOOCs, more flexible MOOC platforms in order to successfully gamify their MOOCs.
Author Zhu, Meina
Lin, Lin
Bonk, Curtis J.
An, Yunjo
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MOOC instructors
Support needs
Moocs
Gamification
Barriers
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Snippet This study explored instructors’ perceptions, interest, self-efficacy, perceived barriers, and support needs regarding gamification in MOOCs. Both quantitative...
This study explored instructors' perceptions, interest, self-efficacy, perceived barriers, and support needs regarding gamification in MOOCs. Both quantitative...
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SubjectTerms Age Differences
Alignment (Education)
Barriers
Course Content
Distance learning
Education
Educational Finance
Educational Practices
Educational Technology
Funding
Game Based Learning
Gamification
Higher Education
Knowledge Level
Learning and Instruction
MOOCs
Online instruction
Online Surveys
Perceptions
Qualitative analysis
School Holding Power
Self Efficacy
Social factors
Student retention
Teacher Attitudes
Teachers
Teaching Methods
Time
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Title Exploring instructors’ perspectives, practices, and perceived support needs and barriers related to the gamification of MOOCs
URI https://link.springer.com/article/10.1007/s12528-020-09256-w
http://eric.ed.gov/ERICWebPortal/detail?accno=EJ1289911
https://www.proquest.com/docview/2499226224
Volume 33
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