Gamification in Massive Open Online Courses After the Pandemic

Author:

Nesterowicz Krzysztof1ORCID,Bayramova Ulkar2ORCID,Szádeczky Tamás1ORCID

Affiliation:

1. Ludovika University of Public Service, Hungary

2. State Agency for Science and Higher Education (EATDA), Azerbaijan

Abstract

The pandemic impacted the landscape of massive open online courses (MOOCs) and how gamification was integrated into these platforms. This chapter presents some recent changes and adaptations observed in gamification within MOOCs: 1) Increased engagement strategies: MOOC platforms leveraged gamification elements more intensely to boost engagement. They incorporated features like badges, points, leaderboards, and progress bars; 2) Social interaction emphasis: the pandemic led to a surge in the desire for social interaction and community engagement. MOOCs incorporated gamified elements to encourage collaboration, such as team challenges or forums, fostering a sense of community among learners; 3) Personalised learning journeys: platforms started customising gamified elements to cater to individual learning styles and preferences; 4) Integration of advanced technologies: some MOOCs started exploring emerging technologies like augmented reality (AR) and virtual reality (VR) to gamify the learning experience further, offering immersive and interactive elements.

Publisher

IGI Global

Reference49 articles.

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