1,031 research outputs found

    Game Theory based Peer Grading Mechanisms for MOOCs

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    An efficient peer grading mechanism is proposed for grading the multitude of assignments in online courses. This novel approach is based on game theory and mechanism design. A set of assumptions and a mathematical model is ratified to simulate the dominant strategy behavior of students in a given mechanism. A benchmark function accounting for grade accuracy and workload is established to quantitatively compare effectiveness and scalability of various mechanisms. After multiple iterations of mechanisms under increasingly realistic assumptions, three are proposed: Calibration, Improved Calibration, and Deduction. The Calibration mechanism performs as predicted by game theory when tested in an online crowd-sourced experiment, but fails when students are assumed to communicate. The Improved Calibration mechanism addresses this assumption, but at the cost of more effort spent grading. The Deduction mechanism performs relatively well in the benchmark, outperforming the Calibration, Improved Calibration, traditional automated, and traditional peer grading systems. The mathematical model and benchmark opens the way for future derivative works to be performed and compared

    An Algorithm for Peer Review Matching in Massive Courses for Minimising Students' Frustration

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    Traditional pedagogical approaches are no longer sufficient to cope with the increasing challenges of Massive Open On-line Courses (MOOCs). Consequently, it is necessary to explore new paradigms. This paper describes an exploration of the adaptation of the peer review methodology for its application to MOOCs. Its main goal is to minimise the students' frustration through the reduction of the number of committed students that receive no feedback from their peers. In order to achieve this objective, we propose two algorithms for the peer review matching in MOOCs. Both reward committed students by prioritising the review of their submissions. The first algorithm uses sliding deadlines to minimise the probability of a submission not being reviewed. Our experiments show that it reduces dramatically the number of submissions from committed students that do not receive any review. The second algorithm is a simplification of the former. It is easier to implement and, despite performing worse than the first one, it also improves with respect to the baseline.This work was partially funded by the Spanish Competitiveness and Economy Ministry (Ministerio de Economía y Competitividad) project “EEE – Espacios Educativos Especulares” (TIN2011-28308-C03-01), and by the Madrid regional project “eMadrid” (S2009/TIC-1650)

    Gamification: a key determinant of massive open online course (MOOC) success

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    Massive open online courses (MOOCs), contribute significantly to individual empowerment because they can help people learn about a wide range of topics. To realize the full potential of MOOCs, we need to understand their factors of success, here defined as the use, user satisfaction, along the individual and organizational performance resulting from the user involvement. We propose a theoretical framework to identify the determinants of successful MOOCs, and empirically measure these factors in a real MOOC context. We put forward the role of gamification and suggest that, together with information system (IS) theory, gamification proved to play a crucial role in the success of MOOCs.info:eu-repo/semantics/acceptedVersio

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

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    Comunicação publicada nas atas da conferência 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

    MOOC (Massive Open Online Courses)

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    Massive Open Online Courses (MOOCs) are free online courses available to anyone who can sign up. MOOCs provide an affordable and flexible way to learn new skills, advance in careers, and provide quality educational experiences to a certain extent. Millions of people around the world use MOOCs for learning and their reasons are various, including career development, career change, college preparation, supplementary learning, lifelong learning, corporate e-Learning and training, and so on
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