International Journal of Information and Communication Technology Education
Volume 18 • Issue 1
Gamification Increases Completion
Rates in Massive Open Online Courses
Krzysztof Nesterowicz, National University of Public Service, Hungary*
https://orcid.org/0000-0001-5384-8206
Ulkar Bayramova, Education Quality Assurance Agency (TKTA) Under the Ministry of Education, Azerbaijan
Seyed-Mohammad Fereshtehnejad, Karolinska Institutet, Sweden
Ana Scarlat, Maastricht School of Management, Romania
Anthony Ash, Royal Society of the Arts, UK
Anna Maria Augustyn, Independent Researcher, Poland
Tamás Szádeczky, Budapest University of Technology and Economics, Hungary
ABSTRACT
Massive open online courses (MOOCs) aim at unlimited participation and open access via the web.
There are concerns about the actual value of such courses. This is predominantly due to higher dropout
rates. According to studies, only 7-13% go on to complete these courses. The high dropout rate in
MOOCs is a challenge for education providers. This paper aims to explore reasons for high dropout
rates within MOOCs and how they can be minimized. With this in mind, two research questions
have been set for this study: 1) Why do MOOC participants not complete their courses? 2) How can
the course completion rate be increased? Implementation of the strategies investigated in this paper
can increase completion rates in MOOCs. In conclusion, after analyzing the collected data, the final
results have shown that gamification increased the completion rate of MOOCs.
KEywORdS
Continuing Education, Distance Education, Dropout Rate, E-Learning, Lifelong Learning, MOOC, Online
Education, Online Learning
INTROdUCTION
Among the various e-learning courses offered, one option is the MOOC model, which is “a course
aimed at unlimited participation and open access via the web” (Kaplan & Haenlein, 2016) “with a
publicly shared curriculum and open-ended outcomes” (McAuley et al., 2010). In addition to traditional
course materials, such as filmed lectures, texts and problems, many MOOCs provide interactive
user forums to support community interactions among students, professors and teaching assistants.
MOOCs integrate the connectivity of social networking, the facilitation of an acknowledged expert
in a field of study and a collection of freely accessible online resources. MOOCs build on the active
engagement of several hundred to several thousand attendees who self-organize their participation
with regards to learning goals, prior knowledge and skills as well as common interests (McAuley et
al., 2010). Figure 1 shows basic characteristics of a MOOC.
DOI: 10.4018/IJICTE.294447
*Corresponding Author
This article published as an Open Access article distributed under the terms of the Creative Commons Attribution License
(http://creativecommons.org/licenses/by/4.0/) which permits unrestricted use, distribution, and production in any medium,
provided the author of the original work and original publication source are properly credited.
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International Journal of Information and Communication Technology Education
Volume 18 • Issue 1
Figure 1. Meaning of Massive Open Online Courses (Plourde, 2013)
MOOCs are often offered through virtual education platforms that have been custom built for the
provision of such courses, such as Udacity, edX and Coursera (Ong & Grigoryan, 2015; Pang et al.,
2014; Yuan & Powell, 2013). Yuan & Powell and Daniel et al. are two studies, among others, which
view the MOOC phenomenon as the outcome of both the techno-media convergence process as well
as the massification of tertiary education (Yuan & Powell, 2013; Daniel et al., 2015). MOOCs are
viewed by some more as an opportunity for public institutions in the education sector with smaller
budgets and less as a threat, alluding to the access advantages that such courses could bring to
certain groups in society, such as retirees or employees looking for professional development (Ong
& Grigoryan, 2015). This view of MOOCs as an opportunity to advance lifelong learning is equally
held by official European bodies, viewing them as agents of change in higher education (De Freitas
et al., 2015; European Commission, 2013; European Parliament, 2015).
For the purpose of this literature review, the researchers have focused on MOOCs and their
completion rate. The authors have set two research questions. Firstly, why do MOOC participants
not complete their courses? Secondly, how can the course completion rate be increased?
BACKGROUNd
Higher education institutions have become more receptive to integrating new technologies into
their teaching and learning processes over the last decade. One of these new technologies has been
MOOCs (Costa et al., 2018). Figure 2 illustrates the rapid growth of MOOCs from 2012 to the end
of 2018 (Shah, 2018).
Taking the perspective of the supply side, Hollands and Tirthali looked into why institutions
offered MOOCs, with a qualitative study of 83 interviews with leaders of 29 US institutions. They
identified 6 main objectives (Hollands & Tirthali, 2014):
1.
2.
3.
4.
5.
6.
2
expanding the institutional scope and attracting a larger number of students (size),
building and maintaining their brand (prestige),
improving their finances by reducing costs or increasing income,
improving their educational results,
innovating in teaching and learning and
conducting research on teaching and learning processes.
International Journal of Information and Communication Technology Education
Volume 18 • Issue 1
Figure 2. Growth of MOOCs from 2012 until the end of 2018 (Shah, 2018)
MOOCs by nature have some common characteristics: short videos, quizzes, peer base and/
or self-assignment and online forums (Glance et al., 2013), yet there are pedagogical differences in
courses even in the same platform (Bali, 2014). Offering or participating in a MOOC has benefits for
each party; however, concerns are arising on the real value behind MOOCs. This is predominantly
due to higher dropout rates. Usually, only a 7-13% pass rate or sometimes even less than that go
on to complete these courses (Jordan, 2014).
A Stanford study investigated different engagement levels of the participants from three different
MOOCs and found that there were typically four different types of MOOC learners: Completing,
Auditing, Disengaging and Sampling Learners (Kizilcec et al., 2013):
•
•
•
•
Completing MOOC Learners who completed the majority of the assessments offered in the class.
Auditing MOOC Learners who only watch video lectures.
Disengaging MOOC Learners who did assessments at the beginning but disengaged in the first
three weeks of the course.
Sampling MOOC Learners who watched video lectures for only one or two assessment periods.
MOOCs High dropout Rate
Reich and Ruipérez-Valiente attempt to explain why MOOCs mainly failed to achieve their stated
goal of revolutionizing education, prompting the major MOOC providers to shift their attention to
a more conventional role of assisting universities in bringing their academic programs online. What
the authors add to the understanding of the MOOC landscape is an analysis of data from all MIT and
Harvard University courses taught from 2012 to 2018 through edX, which quantitatively backs up
what has been suspected. The data covers 5.63 million learners from 12.67 million course registrations
(Reich, Ruipérez-Valiente, 2019).
First, even as supporters pointed out that many people attended MOOCs for knowledge or skill
development rather than a certification, one of the major knocks against MOOCs from the start
was the low rate at which learners finished the courses. Reich and Ruipérez-Valiente show that
completion rates in MIT and Harvard MOOCs did not increase but fell from 2013-14 to 2017-18
for three cohorts: 1) all participants; 2) those with a stated intention to complete; 3) those who paid
to take verified courses. Figure 3 shows the completion rates for the three aforementioned groups:
the rate for all course participants, for all learners who indicated in the survey that they intended to
complete a course, and for all learners who paid for a verified track (Reich, Ruipérez-Valiente, 2019).
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International Journal of Information and Communication Technology Education
Volume 18 • Issue 1
Figure 3. Percentage of course completion by year and cohort of learners (n = 5.63 mln learners) (Reich, Ruipérez-Valiente., 2019)
Among all MOOC participants, 3.13% completed their courses in 2017-18, down from about
4% from the two previous years and nearly 6% in 2014-15. Among the “verified” students, 46%
completed in 2017-18, compared to 56% in 2016-17 and about 50% the two previous years (Reich
& Ruipérez-Valiente, 2019).
Sanchez-Gordon, Calle-Jimenez and Luján-Mora in “Relevance of MOOCs for Training of
Public Sector Employees” describe three challenges that need to be addressed for the successful
implementation of MOOCs in education: enrollment, completion rate and web accessibility
(Sanchez-Gordon et al., 2015). In the study, the authors focus on the rate of completion.
Completion Rate
Completion rate is defined as the proportion of enrolled participants who earn a certificate of
completion. The average MOOC completion rate is around 13% (Jordan, 2014). Since there are often
several thousand registrants in a MOOC, this average completion rate still translates to a high number
of participants completing the course.
Nevertheless, to adequately interpret these massive enrollment numbers, it is important to consider
emerging behaviors in MOOC registrants (Table 1).
The following strategies may maximize the completion rate in MOOCs (Kizilcec et al., 2013):
•
•
•
•
•
•
Working adults have difficulty following an 8 to 12 weeks course, which is the norm for
university-led MOOCs. Reducing the length of the MOOCs to between 2 and 6 weeks will
increase completion rates (Pappano, 2012).
Keep the weekly time commitment in the range of 2 to 6 hours.
Provide Internet access so the course can be taken at work.
Design a clear syllabus.
Create a social learning community.
Assessing the performance of participants can reflect the efforts and contribution of civil
servants, therefore creating for them the motivation to improve and participate in the training
(Tien Vi, 2019).
In this study, the authors focus on gamification as a strategy to increase the completion rate.
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International Journal of Information and Communication Technology Education
Volume 18 • Issue 1
Table 1. Different strategies of MOOC participants (Milligan et al., 2013; Hill, 2013)
Strategy
Characteristics
No-shows
enrol but never log in once the course opens; these can be as much as 50% of enrollment
Lurkers
enrol but just to observe or sample a few items at most; many of these participants do not complete
week 1
Drop-ins
become active only for a selected topic within the course but do not intend to complete the entire
course; some of these are focused attendees who use a MOOC to meet external goals
Passive
participants
view the course as content to consume and expect to be taught; these students typically watch videos,
perhaps take quizzes but tend not to take part in activities or class discussions
Active
participants
these whose intention is to fully participate and complete a MOOC
Gamification in MOOCs
The term gamification itself is quite recent. In 2002, Nick Pelling, a British game developer, coined
and used it to describe his idea of enhancing the enjoyability and the speed of “electronic transactions”
with “game-like accelerated user interface design” (Nepal et al., 2015). An often cited definition of
gamification was elaborated by Deterding et al. in 2011 who referred to it as “the use of game design
elements in non-game contexts” (Deterding et al., 2011). According to Nah et al., the most used game
design elements in education are Points, Levels, Badges, Leaderboards, Prizes and Rewards, Progress
Bars, Storylines and Feedback (Nah et al., 2014). Gamified learning environments are considered to
be the next competitive key value in higher education institutions (HEIs) (Niman, 2014).
Through the use of game mechanisms, gamification techniques can improve participant
motivation and engagement, commitment, and loyalty among students, leading to a higher
number of proactive participants (Gené et al., 2014).
Few research studies have examined the experiences and effects of gamification techniques in
MOOCs as quality innovative learning. Freire et al. (Freire et al., 2014) and Romero and Usart (Romero
& Usart, 2013), discuss some MOOC experiences using Serious Games as integrated activities.
METHOdOLOGy
This paper focuses on the reasons for the dropout rates in MOOCs and how they can be addressed.
The authors have set two research questions. Firstly, why do MOOC participants not complete
their courses? Secondly, how can the course completion rate be increased?
The research hypothesis is that gamification can significantly increase MOOC completion rates.
The authors have worked with secondary data and a literature review based on peer-reviewed
articles from research databases predominantly from Scopus and Web of Science. Secondary data is
data that was collected by others for another primary purpose. During the secondary research, authors
may draw data from government documents, scientific papers, statistical databases and other sources
(Panchenko & Samovilova, 2020).
Over 70 peer-reviewed papers have been collected and data from them was extracted and analyzed.
The chosen articles were retrieved by searching for the combination of the following keywords:
“Gamification” AND “MOOC” OR “MOOCs” OR “Massive Open Online Course” OR “Massive
Open Online Courses”.
A chi-square statistic was implemented to check the research hypothesis. The chi-square statistic is
a way to show a relationship between two categorical variables, in this case, MOOCs with gamification
vs. MOOCs without gamification.
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Volume 18 • Issue 1
RESULTS
The collected data have been analyzed thematically and the success factors have been grouped in
the table below (Table 2). When two or more sources are compared and contrasted—again, even if
representing qualitative, quantitative, or mixed research—then cross-case qualitative analyses are
justified (Onwuegbuzie et al, 2012). Based on this, the researchers grouped all data collected in the
table and compared how MOOCs completion rate increased. In the first column there are written
titles of investigated courses; in the second column number of registered students; in the third column
number of completed registrants; the fourth column presents the completion rate, the fifth one indicates
if gamification was implemented; the sixth one presents the year when the course took place and in
the final column the source of the data is inserted.
Statistical Analysis
The authors pooled data from all studies summarized in Table 2 into a meta-Chi square 2*2 table
(Table 3). In total, 123,453 participants underwent MOOC with gamification, out of which 13.7%
completed the MOOC. On the other hand, a total of 490,686 learners underwent MOOC without
gamification where only 1.7% of them completed the MOOC. Results from the meta Chi-squared
test (Table 3) demonstrated that gamification significantly increases the rate of MOOC completion
with a p-value < 0.00001.
The chi-square statistic is 36072.5132. The p-value is < 0.00001. Significant at p < .05. The chisquare statistic with Yates correction is 36069.4748. The p-value is < 0.00001. Significant at p < .05.
dISCUSSION
In comparison to traditional face-to-face education as well as distance education – where students
often have to meet certain admission requirements and primarily follow full educational programs – a
MOOC is a relatively short course (generally 5–12 weeks) which is accessible anytime, anywhere, and
to anyone. It is therefore recognized that it should not be compared to a traditional learning context
for completion and dropout rates (Huin et al., 2016; Walji et al., 2016).
Dropout rates have been long researched and studied in academia. One particular piece of research
by Tinto differentiated between two levels of dropouts: 1) those who leave a single educational
institution without an end qualification; 2) those who attend several educational establishments
and leave without an end qualification from any of them (Tinto, 1975). He proposed a model for
explaining student dropout that includes a combination of individual and organizational variables
influencing dropout. In 1986 this theoretical model was taken and applied by Sweet in a study based
on a distance education context. Furthermore, Garrison argued that research on dropouts in distance
education was too focused on understanding and predicting but without taking into consideration
the very nature of distance education. To this end, Garrison put forward a recommendation to focus
on the student’s perspectives and developing situation specific models and theories before trying to
generalize (Garrison, 1987). This is also in line with recommendations by Tinto (1975): ‘A […] more
important limitation […] is the tendency to ignore the perspective of the individual’ (Tinto, 1975).
This paper assumes that the research of Tinto from 1975 on dropout rates at higher education
institutions is relevant to this present day study on MOOCs. In his research, Tinto points out that the
individual motivation of course participants is crucial in regard to course dropout rates. The authors
have noticed that this observation by Tinto is applicable to dropout rates in MOOCs. However,
unlike the courses, Tinto observed, with many MOOCs there is no institution or representative of
the institution compelling participants to complete the course: completion stems solely from the
participants’ self-motivation. It has been observed that participants focus more on taking as much
from the MOOC as they need rather than completing the course (Henderikx et al., 2017).
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International Journal of Information and Communication Technology Education
Volume 18 • Issue 1
Table 2. Overview of completion rate in MOOCs with and without gamification
MOOC
1. “Energy saving”
Number of
registrants
Number of
participants
who
completed
the course
Completion rate
Gamification
Year of starting
the course
Reference
12,929
2019
15.62%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
2. “Distribution of
electrical energy”
5,549
639
11,52%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
3. “Smart Grid:
Electrical networks of
the future”
6,608
821
12,42%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
4. “Smart Grid:
Technical
fundamentals”
5,498
743
13,51%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
5. “Electric power
transmission”
5,961
1,074
18,02%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
6. “Conventional,
clean energy, and its
technology”
18,693
2,770
14,82%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
7. “Electric power:
Concepts and
principles”
15,978
1,807
11,31%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
8. “Energy: Past,
present, and future”
13,224
2,106
15,93%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
9. “Carbon markets”
6,710
910
13,56%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
10. “Energy markets”
10,255
846
8,25%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
11. “The new electricity
industry in Mexico”
8,975
1,224
13,64%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
12. “Energy reform and
its opportunities”
12,744
1,928
15,13%
yes
2017-2018
Romero-Rodriguez,
Ramírez-Montoya,
Gonzalez, 2019
13. “6.002x: Circuits &
Electronics”
154,763
7,157
4.63%
no
2012
Vaibhav, Gupta, 2014
14. “8.02x Electricity
and Magnetism”
about
40,000
1,721
4.3%
no
2013
Vaibhav, Gupta, 2014
15. “Information
Theory”
10,953
15
0.14%
no
2014
Lyu, Chan, Yeung,
2018
16. “Introduction to
Entrepreneurship”
45
12
26.67%
yes
2013
Romero, Usart, 2013
17. “Bioelectricity: A
Quantitative Approach”
12,725
313
2.46%
no
2012
Belanger, Thornton,
2013
18. “Gratis Online
Lernen. GOL-2014”
1,003
176
17.54%
no
2014
Khalil, Ebner,
Admiraal, 2017
19. “Gratis Online
Lernen. GOL-2015”
476
94
19.74%
no
2015
Khalil, Ebner,
Admiraal, 2017
20. “Gratis Online
Lernen. GOL-2016”
284
74
26.05%
yes
2016
Khalil, Ebner,
Admiraal, 2017
21. “First-Year
Composition 2.0”
21,934
238
1.09%
no
2013
Georgia Institute of
Technology course
via Coursera, 2013
22. “A History of the
World since 1300”
83,000
605
0.73%
no
2012
Princeton University
course via Coursera,
2012
23. “Technicity”
21,000
400
1.9%
no
2013
Ohio State University
course via Coursera,
2013
24. “Generating the
Wealth of Nations”
28,922
500
1.73%
no
2013
University of
Melbourne course
via Coursera, 2013
continued on following page
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Volume 18 • Issue 1
Table 2. Continue
MOOC
Number of
registrants
Number of
participants
who
completed
the course
Completion rate
Gamification
Year of starting
the course
Reference
25. “Writing II Rhetorical Composing”
30,000
500
1.67%
no
2013
Ohio State University
course via Coursera,
2013
26. “Introduction to
Sociology”
40,000
1,283
1.21%
no
2012
Princeton University
course via Coursera,
2012
27. “E-learning and
Digital Cultures”
42,844
1,719
4.01%
no
2013
University of
Edinburgh course via
Coursera, 2013
28. “Surviving
Disruptive
Technologies”
16,000
700
4.38%
no
2013
University of
Maryland College
Park course via
Coursera, 2013
29. “ICT in
Primary Education:
Transforming children’s
learning across the
curriculum”
9,000
315
3.5%
no
2014
University of London
course via Coursera,
2014
Table 3. Results from the Chi-squared test
MOOCs Completed
MOOCs Not Completed
Marginal Row
Totals
With
Gamification
16973 (5101.03) [27630.4]
106480 (118351.97) [1190.89]
123453
Without
Gamification
8403 (20274.97) [6951.61]
482283 (470411.03) [299.62]
490686
Marginal
Column Totals
25376
588763
614139 (Grand
Total)
A 14-week course called “6.002x: Circuits and Electronics” offered in 2012 by the Massachusetts
Institute of Technology registered an enrollment of 154,763 students and only 7,157 (4.62%) of
them fully completed the course (Romero-Rodriguez et al., 2019). Another example is the course
“Information Theory” designed by the Chinese University of Hong Kong that registered 10,953
participants in 2014 and only 0.14% of the total completed it (Lyu et al., 2018). The high dropout
rate in most MOOCs is the fundamental challenge faced by online education providers (Mamman
et al., 2017).
As per Saxena and Mishra, gamification supports the development of students’ motivational,
cognitive, social, and emotional outlook (Saxena & Mishra, 2021). Romero-Rodriguez et al. in their
study focused on the impact of gamification on the completion rate of MOOCs. They assumed that
gamification, like using a system of badges, points, dashboards, challenges and leader boards, will
create competition among the participants and will influence the creation of learning communities.
They compared results of completion rates between MOOCs with gamification (14.43%) and MOOCs
without gamification (6.16%) (Romero-Rodriguez et al., 2019). The positive impact of gamification
on MOOC use has also been proven in a recent study by Aparicio et al. Their conclusions show that
the factors which directly influence individual impact are use, user satisfaction and gamification.
Furthermore, gamification was found to have a significant impact as a moderator between individual
and organizational factors (Aparicio et al., 2019).
Last but not least, MOOCs have turned out to be useful on a bigger scale in the time of the
Covid-19 pandemic when on-site learning has been significantly limited worldwide. “Enrolment at
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International Journal of Information and Communication Technology Education
Volume 18 • Issue 1
Coursera has skyrocketed and was 640% higher from mid-March to mid-April 2020 than during the
same period last year, growing from 1.6 to 10.3 million” (Shah, 2020).
CONCLUSION
The application of gamification in MOOCs opens up new learning opportunities, motivating learners
to complete courses without any dropouts (Gené et al., 2014). This research has explored the
implementation of gamification in MOOCs leads to increasing completion rates. Also, other recent
studies prove that the implementation of gamification significantly reduces the dropout rate in MOOCs
(Deterding et al., 2011; Romero-Rodriguez et al., 2019; Aparicio et al., 2019). Besides, assessing the
performance of participants can reflect the efforts and contribution of learners, therefore helping to
instil the motivation to improve and participate in the training (Tien Vi, 2019).
Some people assume that MOOCs will not transform higher education. Rather they will provide
new support for specific niches within already existing education systems. New education technologies
are rarely, perhaps never, disruptive; rather they are domesticated by existing cultures and systems
(Cuban, 1986).
According to the findings, 123,453 attendees enrolled in a MOOC with gamification, of which
13.7% finished the course, while 490,686 participants took a MOOC without gamification, of which
just 1.7% completed the course. Results from the data analysis demonstrated that gamification
significantly increases the rate of MOOC completion. In conclusion, the authors recommend
implementing gamification in MOOCs in order to increase the rate of completion.
LIMITATIONS OF THE STUdy
The study was limited by the number of investigated MOOCs (n = 29). Also, the completion rate
was compared among MOOCs with and without gamification. Other factors, for example, individual
reasons for dropouts among participants were not investigated due to limited access to such data. It
was also not possible to study the reasons for dropouts due to any socio-cultural issues or language
limitations of enrolled learners.
dISCLOSURE STATEMENT
No potential conflict of interest was reported by the authors.
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International Journal of Information and Communication Technology Education
Volume 18 • Issue 1
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Krzysztof Nesterowicz completed his MSc from the Faculty of Pharmacy at the Jagiellonian University in Poland.
Starting his PhD in 2008, his research lies in the effectiveness of e-learning compared to on-site learning. He is
continuing his research at the Ludovika - University of Public Service, Faculty of Public Administration Sciences
in Hungary. His research interests are e-learning and neuroscience.
Ulkar Bayramova has been working as an advisor at the Education Quality Agency (TKTA) under the Ministry of
Education of the Republic of Azerbaijan. She worked as a Director of Teaching and Learning Center and also as
an instructor at Khazar University. She is a PhD candidate in Pedagogy. She has a BA and MA in educational
sciences from Lankaran State University, Azerbaijan. She was a distance education student at Tallinn University
as well as at the University of Turku and in the USA (Internet Society Next Generation Leaders course). She was
an exchange PhD student at Tallinn University, Estonia for 2 years. She has been involved in ISOC and ICANN
activities and since 2007 she has been working in different NATO, FP7, Tempus, Erasmus Mundus and Erasmus+
projects as an international, senior and junior expert. She is also an International Counselor in Mediation.
Seyed-Mohammad Fereshtehnejad completed his Neuroscience PhD at Karolinska Institutet, Sweden in 2015,
then performed 2 years of postdoctoral research fellowship at McGill University, Montreal, Canada. He also earned
a Master’s degree in Medical Education with extensive experience in biostatistical methods and analyses. Apart
from the field of neuroscience, he has participated in several research projects on educational methods in medicine
and pharmacy. He is currently a Neurology resident physician at the University of Ottawa, Canada.
Ana Scarlat completed her MBA at the Maastricht School of Management in the Netherlands. As a manager with
more than 10 years experience, she is currently at an e-commerce company. She also has extensive experience
of building and leading IT teams and is interested in finding new ways of improving employee hard and soft skills.
While having teams in multiple locations, it is vital to find ways of disseminating the information via the Internet,
thus giving the same opportunities of learning to everybody, no matter their location.
Anthony Ash studied language and linguistics at university, later on specialising in language education. After a
decade of working in education, particularly focused on the effectiveness of technology in relation to classroom
methodology, he was awarded a Fellowship from the Royal Society of the Arts. He has since gone on to work
in the field of localization, where he now manages a team dedicated to localization and is exploring the use of
technology, training and language in that field.
Anna Maria Augustyn graduated in applied social sciences from Warsaw University. She is an experienced
consultant working in the field of evaluation and capacity building of actors undertaking transformative and
innovation projects. Throughout her career, she conducted various assignments for a diverse range of clients
spanning international agencies, such as the EU and UN, national public sector, NGOs, corporate and SMEs. She
was also in charge of e-learning projects targeting international audiences.
Tamás Szádeczky is an associate professor of Budapest University of Technology and Economics. He has been
working in the field of information security audit, consultation and training since 2003. He is also a lecturer and
researcher on the topic for more than a decade in multiple universities in three countries. He also deals with
cybersecurity research at NATO SPS Independent Scientific Evaluation Group.
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