Markus Krause, M. Mogalle, Henning Pohl, J. Williams
{"title":"一个有趣的游戏改变者:通过社交游戏化促进在线教育中的学生留存率","authors":"Markus Krause, M. Mogalle, Henning Pohl, J. Williams","doi":"10.1145/2724660.2724665","DOIUrl":null,"url":null,"abstract":"Many MOOCs report high drop off rates for their students. Among the factors reportedly contributing to this picture are lack of motivation, feelings of isolation, and lack of interactivity in MOOCs. This paper investigates the potential of gamification with social game elements for increasing retention and learning success. Students in our experiment showed a significant increase of 25% in retention period (videos watched) and 23% higher average scores when the course interface was gamified. Social game elements amplify this effect significantly -- students in this condition showed an increase of 50% in retention period and 40% higher average test scores.","PeriodicalId":20664,"journal":{"name":"Proceedings of the Second (2015) ACM Conference on Learning @ Scale","volume":"95 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2015-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"126","resultStr":"{\"title\":\"A Playful Game Changer: Fostering Student Retention in Online Education with Social Gamification\",\"authors\":\"Markus Krause, M. Mogalle, Henning Pohl, J. Williams\",\"doi\":\"10.1145/2724660.2724665\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Many MOOCs report high drop off rates for their students. Among the factors reportedly contributing to this picture are lack of motivation, feelings of isolation, and lack of interactivity in MOOCs. This paper investigates the potential of gamification with social game elements for increasing retention and learning success. Students in our experiment showed a significant increase of 25% in retention period (videos watched) and 23% higher average scores when the course interface was gamified. Social game elements amplify this effect significantly -- students in this condition showed an increase of 50% in retention period and 40% higher average test scores.\",\"PeriodicalId\":20664,\"journal\":{\"name\":\"Proceedings of the Second (2015) ACM Conference on Learning @ Scale\",\"volume\":\"95 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-03-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"126\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Second (2015) ACM Conference on Learning @ Scale\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2724660.2724665\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Second (2015) ACM Conference on Learning @ Scale","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2724660.2724665","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Playful Game Changer: Fostering Student Retention in Online Education with Social Gamification
Many MOOCs report high drop off rates for their students. Among the factors reportedly contributing to this picture are lack of motivation, feelings of isolation, and lack of interactivity in MOOCs. This paper investigates the potential of gamification with social game elements for increasing retention and learning success. Students in our experiment showed a significant increase of 25% in retention period (videos watched) and 23% higher average scores when the course interface was gamified. Social game elements amplify this effect significantly -- students in this condition showed an increase of 50% in retention period and 40% higher average test scores.