Please use this identifier to cite or link to this item: http://cmuir.cmu.ac.th/jspui/handle/6653943832/65336
Title: The gamification element selection method
Authors: Suepphong Chernbumroong
Pradorn Sureephong
Yootthapong Tongpaeng
Keywords: Arts and Humanities
Computer Science
Engineering
Issue Date: 15-Apr-2019
Abstract: © 2019 IEEE. The Massive Open Online Course (MOOC) is considered as a new education platform which supports learners in accessing information anytime anywhere. However, the high dropout rate is still a crucial problem for MOOCs which is linked to the uncertainties of learner motivation. Thus, gamification can be a potential concept which promotes motivation and engagement for learners. Previously, many researchers already implemented game elements such as points, badges, or leaderboard in online learning contexts. The adaptation of different game elements provides different results. It seems that there is no empirical method which provides a guideline or suggestions on how to select such gamification elements. This paper provides a game element selection method for developers.
URI: https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85065092072&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/65336
Appears in Collections:CMUL: Journal Articles

Files in This Item:
There are no files associated with this item.


Items in CMUIR are protected by copyright, with all rights reserved, unless otherwise indicated.