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dc.contributor.author | Ortega Arranz, Alejandro | |
dc.contributor.author | Bote Lorenzo, Miguel Luis | |
dc.contributor.author | Asensio Pérez, Juan Ignacio | |
dc.contributor.author | Martínez Monés, Alejandra | |
dc.contributor.author | Gómez Sánchez, Eduardo | |
dc.contributor.author | Dimitriadis Damoulis, Ioannis | |
dc.date.accessioned | 2019-10-21T08:53:22Z | |
dc.date.available | 2019-10-21T08:53:22Z | |
dc.date.issued | 2019 | |
dc.identifier.citation | Computers & Education, 2019, vol. 142. 14 p. | es |
dc.identifier.issn | 0360-1315 | es |
dc.identifier.uri | http://uvadoc.uva.es/handle/10324/38648 | |
dc.description | Producción Científica | es |
dc.description.abstract | Despite the benefits of MOOCs (e.g., open access to education offered by prestigious universities), the low level of student engagement remains as an important issue causing massive dropouts in such courses. The use of reward-based gamification strategies is one approach to promote student engagement and prevent dropout. However, there is a lack of solid empirical studies analyzing the effects of rewards in MOOC environments. This paper reports a between-subjects design study conducted in a MOOC to analyze the effects of badges and redeemable rewards on student retention and engagement. Results show that the implemented reward strategies had not significant effect on student retention and behavioral engagement measured through the number of pageviews, task submissions, and student activity time. However, it was found that learners able to earn badges and redeemable rewards participated more in gamified tasks than those learners in the control group. Additionally, results reveal that the participants in the redeemable reward condition requested and earned earlier the rewards than those participants in the badge condition. The potential implications of these findings in the instructional design of future gamified MOOCs are also discussed. | es |
dc.format.mimetype | application/pdf | es |
dc.language.iso | eng | es |
dc.publisher | Elsevier | es |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject.classification | Gamification | es |
dc.subject.classification | Gamificación | es |
dc.subject.classification | MOOC (Massive Open Online Course) | es |
dc.subject.classification | CEMA (Curso En Línea Masivo y Abierto) | es |
dc.subject.classification | Engagement | es |
dc.subject.classification | Compromiso | es |
dc.subject.classification | Retention | es |
dc.subject.classification | Retención | es |
dc.subject.classification | Between-subjects design | es |
dc.subject.classification | Diseño entre sujetos | es |
dc.title | To reward and beyond: Analyzing the effect of reward-basedstrategies in a MOOC | es |
dc.type | info:eu-repo/semantics/article | es |
dc.rights.holder | © 2019 Elsevier | es |
dc.identifier.doi | 10.1016/j.compedu.2019.103639 | es |
dc.relation.publisherversion | https://www.sciencedirect.com/science/article/pii/S0360131519301927 | es |
dc.peerreviewed | SI | es |
dc.description.project | Ministerio de Ciencia, Innovación y Universidades (projects TIN2017-85179-C3-2-R / TIN2014-53199-C3-2-R) | es |
dc.description.project | Junta de Castilla y León (project VA257P18) | es |
dc.description.project | European Commission (project 588438-EPP-1-2017-1-EL- EPPKA2-KA) | es |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.type.hasVersion | info:eu-repo/semantics/submittedVersion | es |
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