1,173 research outputs found

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    A gamification framework to enhance students’ intrinsic motivation on MOOC

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    Technological development supports the distribution of education to various parts of the world through online education. One of the learning media that supports the distribution of learning is the Massive Open Online Course (MOOC). However, MOOC has a low number of students who complete the course. Therefore, this research proposes a "gamification framework" through studies and various approaches in the field of games, intrinsic motivation elements, social learning, and interactive learning environments to overcome the low motivation of students. The proposed framework has been evaluated through validation by experts. The results found that the framework fulfilled the rules and suitability of the instruments and game elements used to increase the intrinsic motivation of students in online learning. Although there are some changes in the function and type of game elements used. For further research, the framework will be used as a guideline to build the Gamified MOOC Platform

    Stimulating intrapreneurial intentions with digital business training in the VET sector: The potential of massive open online courses

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    It has become imperative to stimulate and support employees to behave entrepreneurially within organizations (intrapreneurship). However, little is known about how digital, massive, and scalable business education and training formats such as massive open online course (MOOCs) can contribute to vocational and educational training (VET) in general, and to nurture intrapreneurial behavior and corresponding intentions in specific. Therefore, the purpose of this paper is to explore the potential effect of a MOOC on intrapreneurial intentions of learners.Data were acquired from 412 employees taking a MOOC on intrapreneurship for constructs embedded in the theory of planned behavior, tailored to the context of intrapreneurship. The proposed method employs Wilcoxon signed-rank tests to compare the levels of constructs before and after the course and longitudinal structural equation modeling for gauging the initial level of intention and prior experience.The research reveals a positive effect on the perceived behavioral control, intentions, and attitude toward the behavior of learners by the MOOC and changing perceptions regarding subjective norms among peers. Besides indicating the potential for digital business training on an extensive scale, the study demonstrates the applicability of MOOCs as integrative self-selection funnel for a reliable identification of high-potential intrapreneurs.The findings are relevant for VET providers, organizations and business educators, especially in times of the COVID-19 pandemic, to understand better the multifaceted capacity of digital transformation, illustrated with training to stimulate intrapreneurship

    Once upon a tip... : a story of MOOCs and gamification

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    Comunicação publicada nas atas da conferĂȘncia EADTU 2017, realizadas na Open University, Milton Keynes, de 25-27 de outubro de 2017.This paper discusses the future of MOOCs based on recent research and acknowledged affordances of videogame’s design. The interest in MOOCS for educational purposes has increased over the last few years, with researchers identifying key pedagogical features that make the success of these inherently powerful learning tools. However, low student motivation and high dropout rates have somehow changed the original expectations of many researchers, despite the MOOC user base doubling in 2015. So, in this study we survey recent literature looking for answers, and discuss the evidence gathered from specific MOOCs with over one thousand participants, namely, pioneering iMOOC courses at Universidade Aberta (the Portuguese Open University). Finally, we look at the gaming world and discuss some findings that may benefit the learning design of MOOCs, considering that, besides the huge appeal of these (free) courses, there are recurring shortcomings that we have to alleviate. We follow up on the tip that gamification, and other emerging strategies, such as social networking and digital storytelling, may be vital to assure a sustainable future for open education and MOOCs.info:eu-repo/semantics/publishedVersio

    Gamification and Advanced Technology to Enhance Motivation in Education

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    This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education
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