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Many MOOCs report high drop off rates for their students. Among the factors reportedly contributing to this picture are lack of motivation, feelings of isolation, and lack of interactivity in MOOCs. This paper investigates the potential of gamification with social game elements for increasing retention and learning success. Students in our experiment showed a significant increase of 25% in retention period (videos watched) and 23% higher average scores when the course interface was gamified. Social game elements amplify this effect significantly -- students in this condition showed an increase of 50% in retention period and 40% higher average test scores.
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Markus Krause
Leibniz University Hannover
Marc Mogalle
Leibniz University Hannover
Henning Pohl
Aalborg University
Harvard University Press
Leibniz University Hannover
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Krause et al. (Mon,) studied this question.
synapsesocial.com/papers/6a0f26225f469783126c97ad — DOI: https://doi.org/10.1145/2724660.2724665
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