Gamifying massive online courses: effects on the social networks and course completion rates
Autor(a) principal: | |
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Data de Publicação: | 2020 |
Outros Autores: | , , , , |
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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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 |
institution |
RCAAP |
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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