Evaluating a gamified MOOC

Massive Online Open Courses (MOOCs) often face challenges with low retention rates as learners struggle to stay engaged throughout the course. Implementing gamification can enhance learner motivation and participation, potentially improving retention rates. This research aims to enhance the implementation of gamification in MOOCs by using the Octalysis framework as a gamification evaluation tool. The primary objective is to establish a suitable gamification framework, develop a gamified MOOC, and evaluate its effectiveness compared to a non-gamified MOOC. Our methodology involved a Multivocal Literature Review to identify the need for a gamification evaluation tool and adapt the Octalysis framework accordingly. We conducted a demonstration with a gamified MOOC and a control group, analyzing the results to determine the effectiveness of the gamification elements. Our findings indicate that while the tool effectively identifies successful gamification elements, challenges such as a limited time window and low participant numbers could have affected engagement and retention rates. This research contributes to the broader understanding of gamification’s impact on online learning, aiming to enhance the overall learning experience for learners and the design process for educators.

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Publication Details

Journal
Cogent Education
Published
2025-03-29
DOI
https://doi.org/10.1080/2331186x.2025.2479400
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Evaluating a gamified MOOC

Miguel Mira da Silva, Rodrigo Rodrigues Major
Cogent Education
Educational Games and Gamification
article

Evaluating a gamified MOOC

Miguel Mira da Silva, Rodrigo Rodrigues Major
article en

Abstract

Massive Online Open Courses (MOOCs) often face challenges with low retention rates as learners struggle to stay engaged throughout the course. Implementing gamification can enhance learner motivation and participation, potentially improving retention rates. This research aims to enhance the implementation of gamification in MOOCs by using the Octalysis framework as a gamification evaluation tool. The primary objective is to establish a suitable gamification framework, develop a gamified MOOC, and evaluate its effectiveness compared to a non-gamified MOOC. Our methodology involved a Multivocal Literature Review to identify the need for a gamification evaluation tool and adapt the Octalysis framework accordingly. We conducted a demonstration with a gamified MOOC and a control group, analyzing the results to determine the effectiveness of the gamification elements. Our findings indicate that while the tool effectively identifies successful gamification elements, challenges such as a limited time window and low participant numbers could have affected engagement and retention rates. This research contributes to the broader understanding of gamification’s impact on online learning, aiming to enhance the overall learning experience for learners and the design process for educators.

Cogent EducationVol. 12(1)
University of Lisbon (PT)
Openalex Percentile: Top 94%
Educational Games and Gamification
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