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Computers & Education
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Computers & Education
Article . 2019 . Peer-reviewed
License: Elsevier TDM
Data sources: Crossref
DBLP
Article . 2019
Data sources: DBLP
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To reward and beyond: Analyzing the effect of reward-based strategies in a MOOC

Authors: Alejandro Ortega-Arranz; Miguel L. Bote-Lorenzo; Juan I. Asensio-Pérez; Alejandra Martínez-Monés; Eduardo Gómez-Sánchez; Yannis Dimitriadis 0001;

To reward and beyond: Analyzing the effect of reward-based strategies in a MOOC

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.

Ministerio de Ciencia, Innovación y Universidades (projects TIN2017-85179-C3-2-R / TIN2014-53199-C3-2-R)

European Commission (project 588438-EPP-1-2017-1-EL- EPPKA2-KA)

Junta de Castilla y León (project VA257P18)

Producción Científica

Country
Spain
Keywords

Engagement, Diseño entre sujetos, MOOC (Massive Open Online Course), CEMA (Curso En Línea Masivo y Abierto), Gamification, Between-subjects design, Gamificación, Retention, Retención, Compromiso

  • BIP!
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    selected citations
    These citations are derived from selected sources.
    This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    58
    popularity
    This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
    Top 1%
    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
    Top 10%
    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
    Top 1%
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
58
Top 1%
Top 10%
Top 1%
Green
hybrid