Cecille Moldez, Mari Anjeli Crisanto, Ma Gian Rose Cerdeña, Diego S. Maranan, Roberto Figueroa
{"title":"Innovation in Education: Developing and Assessing Gamification in the University of the Philippines Open University Massive Open Online Courses","authors":"Cecille Moldez, Mari Anjeli Crisanto, Ma Gian Rose Cerdeña, Diego S. Maranan, Roberto Figueroa","doi":"arxiv-2409.03309","DOIUrl":null,"url":null,"abstract":"The University of the Philippines Open University has been at the forefront\nof providing Massive Open Online Courses to address knowledge and skill gaps,\naiming to make education accessible and contributing to societal goals.\nRecognising challenges in student engagement and completion rates within\nMassive Open Online Courses, the authors conducted a study by incorporating\ngamification into one of the University of the Philippines Open University's\nMassive Open Online Courses to assess its impact on these aspects. Gamification\ninvolves integrating game elements to motivate and engage users. This study\nexplored the incorporation of Moodle elements such as badges, leaderboards, and\nprogress bars. Using Moodle analytics, the study also tracked student\nengagement, views, and posts throughout the course, offering valuable insights\ninto the influence of gamification on user behaviour. Furthermore, the study\ndelved into participant feedback gathered through post-evaluation surveys,\nproviding a comprehensive understanding of their experiences with the gamified\ncourse design. With a 28.86% completion rate and positive participant\nreception, the study concluded that gamification can enhance learner\nmotivation, participation, and overall satisfaction. This research contributes\nto the ongoing discourse on innovative educational methods, positioning\ngamification as a promising avenue for creating interactive and impactful\nonline learning experiences in the Philippines and beyond.","PeriodicalId":501112,"journal":{"name":"arXiv - CS - Computers and Society","volume":"66 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Computers and Society","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2409.03309","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The University of the Philippines Open University has been at the forefront
of providing Massive Open Online Courses to address knowledge and skill gaps,
aiming to make education accessible and contributing to societal goals.
Recognising challenges in student engagement and completion rates within
Massive Open Online Courses, the authors conducted a study by incorporating
gamification into one of the University of the Philippines Open University's
Massive Open Online Courses to assess its impact on these aspects. Gamification
involves integrating game elements to motivate and engage users. This study
explored the incorporation of Moodle elements such as badges, leaderboards, and
progress bars. Using Moodle analytics, the study also tracked student
engagement, views, and posts throughout the course, offering valuable insights
into the influence of gamification on user behaviour. Furthermore, the study
delved into participant feedback gathered through post-evaluation surveys,
providing a comprehensive understanding of their experiences with the gamified
course design. With a 28.86% completion rate and positive participant
reception, the study concluded that gamification can enhance learner
motivation, participation, and overall satisfaction. This research contributes
to the ongoing discourse on innovative educational methods, positioning
gamification as a promising avenue for creating interactive and impactful
online learning experiences in the Philippines and beyond.