Enhancing Fun Through Gamification to Improve Engagement in MOOC

Massive Open Online Courses (MOOCs), regardless of their topic, are a perfect space to generate, through virtual learning communities associated with them, very valuable resources for their participants and, in general, anyone interested in the topic covered. If in the design of these learning space...

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Main Authors: Oriol Borrás-Gené, Margarita Martínez-Núñez, Luis Martín-Fernández
Format: Article
Language:English
Published: MDPI AG 2019-07-01
Series:Informatics
Subjects:
fun
Online Access:https://www.mdpi.com/2227-9709/6/3/28
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spelling doaj-8f8890840d6b43979f5e573a2ce1e1612020-11-25T02:01:52ZengMDPI AGInformatics2227-97092019-07-01632810.3390/informatics6030028informatics6030028Enhancing Fun Through Gamification to Improve Engagement in MOOCOriol Borrás-Gené0Margarita Martínez-Núñez1Luis Martín-Fernández2Departamento Ciencias de la Computación, Arquitectura de Computadores, Lenguajes y Sistemas Informáticos y Estadística e Investigación Operativa, LITE Group—Universidad Rey Juan Carlos, 28933 Madrid, SpainDepartamento de Ingeniería de Organización, Administración de Empresas y Estadística, Universidad Politécnica de Madrid, 28031 Madrid, SpainDepartamento de Ingeniería de Organización, Administración de Empresas y Estadística, Universidad Politécnica de Madrid, 28031 Madrid, SpainMassive Open Online Courses (MOOCs), regardless of their topic, are a perfect space to generate, through virtual learning communities associated with them, very valuable resources for their participants and, in general, anyone interested in the topic covered. If in the design of these learning spaces, elements specific to games are added to them, which is known as gamification, we can try to increase the engagement of the student towards the course and, therefore, towards the community. This paper presents an experience of a MOOC of Universidad Rey Juan Carlos (Spain) with a connectivist approach. Aspects such as fun and motivation have been worked on in the design, through the application of gamified activities and the use of elements from social networks, considered as gamification, with the aim of increasing participation and engagement within a Facebook group, used as a community to support the course. We have analyzed aspects such as enjoyment and motivation, the result of which has been active participation and high engagement within the MOOC community in the form of content and especially great interaction, highlighting the existence of continuous activity once the edition of the MOOC is finished, as a consequence of a habit generated in the student.https://www.mdpi.com/2227-9709/6/3/28gamificationMOOCfunsocial networksvirtual learning communities
collection DOAJ
language English
format Article
sources DOAJ
author Oriol Borrás-Gené
Margarita Martínez-Núñez
Luis Martín-Fernández
spellingShingle Oriol Borrás-Gené
Margarita Martínez-Núñez
Luis Martín-Fernández
Enhancing Fun Through Gamification to Improve Engagement in MOOC
Informatics
gamification
MOOC
fun
social networks
virtual learning communities
author_facet Oriol Borrás-Gené
Margarita Martínez-Núñez
Luis Martín-Fernández
author_sort Oriol Borrás-Gené
title Enhancing Fun Through Gamification to Improve Engagement in MOOC
title_short Enhancing Fun Through Gamification to Improve Engagement in MOOC
title_full Enhancing Fun Through Gamification to Improve Engagement in MOOC
title_fullStr Enhancing Fun Through Gamification to Improve Engagement in MOOC
title_full_unstemmed Enhancing Fun Through Gamification to Improve Engagement in MOOC
title_sort enhancing fun through gamification to improve engagement in mooc
publisher MDPI AG
series Informatics
issn 2227-9709
publishDate 2019-07-01
description Massive Open Online Courses (MOOCs), regardless of their topic, are a perfect space to generate, through virtual learning communities associated with them, very valuable resources for their participants and, in general, anyone interested in the topic covered. If in the design of these learning spaces, elements specific to games are added to them, which is known as gamification, we can try to increase the engagement of the student towards the course and, therefore, towards the community. This paper presents an experience of a MOOC of Universidad Rey Juan Carlos (Spain) with a connectivist approach. Aspects such as fun and motivation have been worked on in the design, through the application of gamified activities and the use of elements from social networks, considered as gamification, with the aim of increasing participation and engagement within a Facebook group, used as a community to support the course. We have analyzed aspects such as enjoyment and motivation, the result of which has been active participation and high engagement within the MOOC community in the form of content and especially great interaction, highlighting the existence of continuous activity once the edition of the MOOC is finished, as a consequence of a habit generated in the student.
topic gamification
MOOC
fun
social networks
virtual learning communities
url https://www.mdpi.com/2227-9709/6/3/28
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