Gamifying massive online courses: effects on the social networks and course completion rates

Detalhes bibliográficos
Autor(a) principal: Marcos, Luis de
Data de Publicação: 2020
Outros Autores: Garcia-Cabot, Antonio, Garcia-Lopez, Eva, Ramirez-Velarde, Raul, Teixeira, António, Martínez-Herráiz, José-Javier
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.2/14960
Resumo: This paper analyzes the e ects of gamification in the social network of a massive online course. An educational social-networking platform gathered information about the contributions of participants and about the social networks that were formed during the course. A gamification layer with three game elements (points, badges, and leaderboard) was then implemented in the online learning platform. Social network analysis (SNA) and principal component analysis (PCA) were used to analyze the di erences between a treatment and a comparison group (N = 591 and N = 427), using a set of 20 variables for each participant which quantified contributions to the learning platform as well as position and influence in the social network. The results of SNA show that gamification influences the structure of the social network of the course. The results also suggest that the variables cluster similarly for each group and that the linear combination of variables called the first component (F1) is a good descriptor of students’ work and position in the network. F1 can be used to build predictive models of course completion. The models show that the probability of passing the course increases more rapidly in the treatment (gamified) group.
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spelling Gamifying massive online courses: effects on the social networks and course completion ratese-LearningOnline learningOnline courseGamificationEducational social networksSocial network analysisCourse completionEducational innovationHigher educationODS::04:Educação de QualidadeThis paper analyzes the e ects of gamification in the social network of a massive online course. An educational social-networking platform gathered information about the contributions of participants and about the social networks that were formed during the course. A gamification layer with three game elements (points, badges, and leaderboard) was then implemented in the online learning platform. Social network analysis (SNA) and principal component analysis (PCA) were used to analyze the di erences between a treatment and a comparison group (N = 591 and N = 427), using a set of 20 variables for each participant which quantified contributions to the learning platform as well as position and influence in the social network. The results of SNA show that gamification influences the structure of the social network of the course. The results also suggest that the variables cluster similarly for each group and that the linear combination of variables called the first component (F1) is a good descriptor of students’ work and position in the network. F1 can be used to build predictive models of course completion. The models show that the probability of passing the course increases more rapidly in the treatment (gamified) group.Spanish Ministry of Economic A airs and Digital Transformation (Grant TIN2014-54874-R) and Government of Comunidad de Madrid (Grant CM/JIN/2019-037).MDPIRepositório AbertoMarcos, Luis deGarcia-Cabot, AntonioGarcia-Lopez, EvaRamirez-Velarde, RaulTeixeira, AntónioMartínez-Herráiz, José-Javier2023-09-21T09:51:57Z20202020-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.2/14960engMarcos-Ortega, L., Garcia-Cabot, A., Garcia-Lopez, E., Ramirez-Velarde, R., Teixeira, A. M, Martínez-Herráiz, J.-J. (2020).Gamifying Massive Online Courses: Efects on the Social Networks and Course Completion Rates, Applied Sciences, 10, 7065, doi:10.3390/app1020706510.3390/app10207065info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-16T15:48:18Zoai:repositorioaberto.uab.pt:10400.2/14960Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:53:38.114820Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Gamifying massive online courses: effects on the social networks and course completion rates
title Gamifying massive online courses: effects on the social networks and course completion rates
spellingShingle Gamifying massive online courses: effects on the social networks and course completion rates
Marcos, Luis de
e-Learning
Online learning
Online course
Gamification
Educational social networks
Social network analysis
Course completion
Educational innovation
Higher education
ODS::04:Educação de Qualidade
title_short Gamifying massive online courses: effects on the social networks and course completion rates
title_full Gamifying massive online courses: effects on the social networks and course completion rates
title_fullStr Gamifying massive online courses: effects on the social networks and course completion rates
title_full_unstemmed Gamifying massive online courses: effects on the social networks and course completion rates
title_sort Gamifying massive online courses: effects on the social networks and course completion rates
author Marcos, Luis de
author_facet Marcos, Luis de
Garcia-Cabot, Antonio
Garcia-Lopez, Eva
Ramirez-Velarde, Raul
Teixeira, António
Martínez-Herráiz, José-Javier
author_role author
author2 Garcia-Cabot, Antonio
Garcia-Lopez, Eva
Ramirez-Velarde, Raul
Teixeira, António
Martínez-Herráiz, José-Javier
author2_role author
author
author
author
author
dc.contributor.none.fl_str_mv Repositório Aberto
dc.contributor.author.fl_str_mv Marcos, Luis de
Garcia-Cabot, Antonio
Garcia-Lopez, Eva
Ramirez-Velarde, Raul
Teixeira, António
Martínez-Herráiz, José-Javier
dc.subject.por.fl_str_mv e-Learning
Online learning
Online course
Gamification
Educational social networks
Social network analysis
Course completion
Educational innovation
Higher education
ODS::04:Educação de Qualidade
topic e-Learning
Online learning
Online course
Gamification
Educational social networks
Social network analysis
Course completion
Educational innovation
Higher education
ODS::04:Educação de Qualidade
description This paper analyzes the e ects of gamification in the social network of a massive online course. An educational social-networking platform gathered information about the contributions of participants and about the social networks that were formed during the course. A gamification layer with three game elements (points, badges, and leaderboard) was then implemented in the online learning platform. Social network analysis (SNA) and principal component analysis (PCA) were used to analyze the di erences between a treatment and a comparison group (N = 591 and N = 427), using a set of 20 variables for each participant which quantified contributions to the learning platform as well as position and influence in the social network. The results of SNA show that gamification influences the structure of the social network of the course. The results also suggest that the variables cluster similarly for each group and that the linear combination of variables called the first component (F1) is a good descriptor of students’ work and position in the network. F1 can be used to build predictive models of course completion. The models show that the probability of passing the course increases more rapidly in the treatment (gamified) group.
publishDate 2020
dc.date.none.fl_str_mv 2020
2020-01-01T00:00:00Z
2023-09-21T09:51:57Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.2/14960
url http://hdl.handle.net/10400.2/14960
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Marcos-Ortega, L., Garcia-Cabot, A., Garcia-Lopez, E., Ramirez-Velarde, R., Teixeira, A. M, Martínez-Herráiz, J.-J. (2020).Gamifying Massive Online Courses: Efects on the Social Networks and Course Completion Rates, Applied Sciences, 10, 7065, doi:10.3390/app10207065
10.3390/app10207065
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv MDPI
publisher.none.fl_str_mv MDPI
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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