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 in | Journal of computing in higher education Vol. 33; no. 1; pp. 64 - 84 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
New York
Springer US
01.04.2021
Springer Springer Nature B.V |
Subjects | |
Online Access | Get full text |
ISSN | 1042-1726 1867-1233 |
DOI | 10.1007/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. |
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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 |
Author_xml | – sequence: 1 givenname: Yunjo orcidid: 0000-0002-2763-1297 surname: An fullname: An, Yunjo email: Yunjo.An@unt.edu organization: Department of Learning Technologies, University of North Texas – sequence: 2 givenname: Meina surname: Zhu fullname: Zhu, Meina organization: Learning Design and Technology Program, Wayne State University – sequence: 3 givenname: Curtis J. surname: Bonk fullname: Bonk, Curtis J. organization: Instructional Systems Technology Department, Indiana University – sequence: 4 givenname: Lin surname: Lin fullname: Lin, Lin organization: Department of Learning Technologies, University of North Texas |
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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 |
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