Gamification of MOOCs for
Increasing User Engagement
Anant Vaibhav, Student Member, IEEE
Pooja Gupta
HCL Technologies,
SEZ, Sector- 126, Noida,
Uttar Pradesh, India
anant.vaib@gmail.com
Dept. of Computer Science Engineering
Maharaja Agrasen Institute of Technology,
Rohini, Delhi, India
poojaguptamait@gmail.com
Abstract—As the educational organizations worldwide are
moving towards bringing education experience on internet, via
Massive Open Online Courses (MOOCs) on Massive Open
Online Education Platforms (MOOEPs), the retention of the
enrolled students throughout the course is still a huge challenge.
Although the online education has an immensely noble aim, i.e.,
to provide free\less expensive quality education to everyone, but
if the existing MOOCs are upgraded to more captivating
environment for users, a drastic increase in the user engagement
in the course can be achieved, and hence MOOCs’ providers can
reach their ultimate goal in a more ubiquitous manner. In this
paper it is suggested that this divide between a MOOC and user’s
engagement can be bridged with Gamification. Gamification is
the use of game design elements in non-game contexts. Here an
experimental environment was setup to compare the results of a
small vocabulary course distributed among 100 candidates, and a
comparative analysis between the gamified learning method and
conventional learning method has been done. After the
completion of the course a small survey was also taken from the
candidates who had gamified tool. The results show that if the
learning platform is gamified, it does not only drastically increase
the user enrolment but also increase user engagement throughout
the course. Gamification also makes learning, a unique and
amusing experience.
Index Terms— MOOCs, MOOEPs, Gamification, User
engagement, Online Education
I. INTRODUCTION
Online education has been constantly modifying the
concept of distance learning and distance education from the
early 90s [1]-[2]. By 2008-2009, many colleges and
universities in the United States considered online education
as an integral part of their instruction model and strategic plan
[3]. At around the same time, an interesting online education
model started to evolve from several existing prototypes open courseware, virtual classroom, networked learning,
distance learning and open education. This has led to the
creation of what is now called a Massive Open Online Course
(MOOC). A MOOC is a free web-based course with open
registration, publicly shared curriculum and open-ended
learning outcomes [4]. The year of 2012 saw rapid
development and expansion of several Massive Open Online
Education Platforms (MOOEPs) like Canvas [5], classToGo
[6], Coursera [7], edX [8], NPTEL [9], Udacity[10], and many
c
978-1-4799-6876-3/14/$31.00 2014
IEEE
others. These MOOEPs provided a centralized domain for
courses provided by various universities and industries of the
world. The evolution and widespread of these MOOEPs can
be ascribed to the concept of pervasive learning – the idea that
learning can occur anywhere and not necessarily in
classrooms. This pervasive learning removes chronological
and spatial boundaries in education and enables continual
growth and development of knowledge and skills [11]. The
technology that enables this realization of ubiquity in learning
is, cloud computing. In the context of education, cloud
computing can be defined as a model that provides on demand
access to an infrastructure that includes computing resources,
storage and applications to readily deliver and manage a
scalable online course. This central idea of providing a free
knowledge platform to anyone, anytime, and anywhere, makes
MOOCs a powerful learning technology.
But as far as the process of knowledge gaining from a
MOOC is concerned, retaining the enrolled students
throughout the course is a challenge.
Statistics: The first ever MOOC offered by Massachusetts
Institute of Technology (MITx), instructed by the director of
edX.org, Prof. Anant Aggarwal, “6.002x: Circuits &
Electronics”, stated following statistics: 6.002x had 154,763
registrants. Of these, 69,221 people looked at the first problem
set, and 26,349 earned at least one point on it. 13,569 people
looked at the midterm while it was still open, 10,547 people
got at least one point on the midterm, and 9,318 people got a
passing score on the midterm. 10,262 people looked at the
final exam while it was still open, 8,240 people got at least
one point on the final exam, and 5,800 people got a passing
score on the final exam. Finally, after completing 14 weeks of
study, 7,157 people have earned the first certificate awarded
by MITx. [12]. A course on edX.org taught by Prof. Wallter
Lewin, “8.02x Electricity and Magnetism” provided by MIT,
started on 18th February 2013. It was spread over 13 weeks. At
the end of the course, the course staff notified students with
following statistics, “The number of students that registered
was about 40,000, but only about 8000 took the first
homework. About 4000 took the first exam and of those 1721
passed the course” [13]. Another course on edX.org instructed
by Dr. Michael E. Webber, “UT.1.01x: Energy 101”, provided
by University of Texas at Austin started on 15th September
290
2013 saw similar statistics. Total enrolled students were
around 40,000 and at the end only a 4,707 students qualified
for a certificate [14]. All of these courses were of intermediate
difficulty level. But according to the statistics, only 5-10% of
the students passed and qualified for a certificate, even though
the qualifying percentage for completion of these courses was
60%.
The plausible reasons for these daunting statistics might
be: (1) Students did not aim to take the tests and assignments
but joined only for knowledge or out of interest. (2) Courses
were too long and challenging and students discontinued due
to decaying interests or time constraints or even boredom. The
drop outs due to former reason cannot be reduced, because
this is up to an individual. But the latter cause can be used to
improve the retention of students throughout the course. This
can be achieved by making the platform more interesting and
interactive for the students.
A promising approach to increase user participation can
be achieved by applying Gamification methods. Deterding et
al. [15] define Gamification as “the use of game design
elements in non-game contexts”, i.e., game mechanics and
concepts are applied on non-gaming environments to reach
specific goals. Examples for goals include an improvement of
user engagement, increased participation, enhanced
motivation or just having more fun. Focusing more on the
users’ perspective, Huotari and Hamari [16] define
Gamification as “a process of enhancing a service with
affordances for gameful experiences in order to support user’s
overall value creation”. Gamification techniques strive to
leverage people's natural desires for socializing, learning,
mastery,
competition,
achievement,
status,
selfexpression, altruism, or closure. Early gamification strategies
use rewards for players who accomplish desired tasks
or competition to engage players. Types of rewards include
points, achievement badges or levels, the filling of a progress
bar, or providing the user with virtual currency. Making the
rewards for accomplishing tasks visible to other players or
providing leader boards are ways of encouraging players to
compete. Due to potentially problematic consequences of
competition, which can result in unethical behavior, low
cooperation and low collaboration, or disadvantaging certain
player demographics such as women, current gamification
designs try to refrain from using this element. Another
approach to gamification is to make existing tasks feel more
like games. Some techniques used in this approach include
adding meaningful choice, onboarding with a tutorial,
increasing challenge, and adding narrative.
In this paper, the analysis shows that Gamification of a
learning tool does not only increase the user enrollment but it
also increases the user retention and the success rate of the
candidates enrolled in that learning tool. The paper is
classified in two parts, first part (i.e. section II) is a case study
based on edX.org and second part (i.e. section III & section
IV) is the main experimental setup and results. The further
details of paper organization are as follows, Section II shows a
case study of edX.org, in which, all the courses available on
edX.org have been organized discipline wise and geographywise. Section III describes the experimental setup, which
contains a 3-day vocabulary building course. This setup has
been categorized in two environments, one is non-Gamified,
and second is Gamified through a learning platform called
quizlet.com. In Section IV, the results of the experiments have
been analyzed and comparisons have been drawn between
gamified and non-gamified environments based on the
experiment. And at the end, Section V presents the
conclusions drawn from the results.
II. CASE STUDY
EdX is a massive open online course (MOOC) provider
and online learning platform. It hosts online university-level
courses in a wide range of disciplines to a worldwide audience
at no charge. It also conducts research into learning based on
how people use its platform. EdX differs from other MOOC
platforms, such Coursera and Udacity, in that it is nonprofit
and runs on an open-source software platform. EdX was
founded
by
the Massachusetts
Institute
of
Technology and Harvard University in May 2012. There are
currently 56 schools, nonprofits, corporations, and
international organizations that offer or plan to offer courses
on the edX website. As of 23rd September 2014, edX has more
than 2.5 million users taking over 270 courses online [8]. The
purpose of this case study is to analyze various courses and
course providers available on edX.org platform and
summarize them discipline wise and location wise.
Discipline-wise distribution: The courses on edX belong to
various disciplines like science, engineering, arts, music, etc.
Table 1 summarizes the percentage wise distribution of all the
online courses based on discipline, provided by various
organizations and institutions on edX.org. This table reflects
that the amount of computer science courses is maximum on
edX.org.
Region-wise distribution: EdX provides a common platform
for institutions and organizations present worldwide to present
and start their courses on edX.org. The statistics for the
institutes using edx.org for their courses is collected according
to their location and a pie chart for the same distribution is
shown in fig. 1. According to fig. 1, The American
universities (60% courses) comprise of MIT, Harvard, Cornell
University, University of Texas, Rice University, Stanford
University, University of California Berkeley and Canadian
universities like University of British Columbia, etc.
Australian universities (4% courses) like Australian National
University and University of Queensland is also a part of edX.
Asian universities (12%) contain universities from China and
Japan, like Tsingua University, Peking University, etc and
recently Indian Institute of Technology-Bombay has
collaborated with edX and started a course on Introduction to
Programing. European universities (12% courses) like EPFL,
ETH Zurich, Delft University of Technology, etc have their
courses successfully running on edX.org. And some
organizations like Linux Foundation, The International
Monetary Fund, etc have been categorized in “Others” and
2014 IEEE International Conference on MOOC, Innovation and Technology in Education (MITE)
291
contain 12% of all the courses present on edX. Recently a high
school initiative has also started on edX, which provides
courses for high school students, these courses are provided by
various schools and organizations worldwide. This analysis
shows that American universities are the providers of
maximum courses on edX.org.
TABLE I
DISCIPLINE-WISE DISTRIBUTION OF COURSES ON EDX.ORG
Discipline
Architecture
Art & Culture
Biology & Life Sciences
Business & Management
Chemistry
Communication
Computer Science
Economics & Finance
Education
Electronics
Energy & Earth Sciences
Environmental studies
Food & Nutrition
Health & Safety
History
Law
Literature
Math
Medicine
Music
Philanthropy
Philosophy & Ethics
Physics
Stats & Data Analysis
Percentage
courses (%)
0.6
5.8
6.5
5
2.2
1.8
11.1
4.4
1.2
3.4
1.4
4
1.4
5.8
9.9
2.6
4.8
6.9
4
0.8
0.2
4.2
6.5
5.2
III. EXPERIMENTAL SETUP
Learning vocabulary words in conventional method i.e.
reading them in books or as form of word lists or even online
is sometimes a tedious and dreary task. Learning vocabulary is
not just about memorizing the words and their meanings, but
the real time usage of these words helps in developing
vocabulary and retaining the difficult words. Quizlet.com is an
online learning website in which helps users to create and
share their vocabulary word lists [17]. At first user enters the
words and their meaning and after this a database is generated,
users are free to learn through various gamified techniques
such as flash cards, Speller, space race and scatter. These
techniques designed by developers of quizlet.com allow real
time learning and makes it an enjoyable experience.
The objective of this section is to show that gamified
environment increases the user interest in learning even the
boring concepts. An experiment was set up for this purpose.
For this Experiment, 5 different wordlists, each list containing
25 challenging English words, were created. The test process
was performed via two environments.
A. Group-A : Non-gamified environment
B. Group-B: Gamified environment
A. Non-Gamified Environment (Group-A):
For the testing of non-gamified environment, this was adopted
by conventional method of learning, i.e. “reading” a document
was adopted. For this purpose, PDF of the word lists were
randomly mailed within a group of 50 volunteering candidates
comprising of various ages and backgrounds. A time limit of 3
days was given for this task, after which they had to take a test
based on their respective list and passing percentage was set at
an optimal 65%.
B. Gamified environment (Group-B):
This was adopted by the unconventional way of teaching, i.e.,
through a web based gamified learning platform called
quizlet.com. For this purpose, the links of these quizlet lists
were mailed to a group of 50 volunteering candidates
comprising different ages and backgrounds. This group was
also given a 3 day window, after which they had to appear for
a test based on respective lists but the passing percentage in
this case was set to 70%.
Fig. 2 shows the learning interface of quizlet.com, which was
used for group-B. As an example, out of few gamified
applications available on quizlet, the “scatter” application has
been selected, which enables user to drag and drop the words
to their appropriate meaning with the time being recorded, this
is shown in fig. 3.
Fig. 1. Region wise distribution of courses on edX.org
292
2014 IEEE International Conference on MOOC, Innovation and Technology in Education (MITE)
1.
Non-Gamified Environment (Group-A):
Out of 50 candidates who were asked to take up the
conventional word learning course for 3 days, only 35
candidates actually agreed to take up the final test. In this test
only 22 were able to pass the course, with the passing limit of
65%. A pie chart for the same has been shown in fig. 4.
Fig. 2. Interface of quizlet.com platform
Fig. 4. Percentage distribution of outcomes of non-gamified environment
2.
Gamified Environment (Group-B):
Out of 50 candidates who were asked to take up the gamified
word learning course for 3 days on quizlet platform, 42
candidates actually agreed to take up the final test. In this test,
surprisingly 36 were able to pass the course, even with the
passing limit of 70%. A pie chart for the same has been shown
in fig. 5.
Fig. 3. “scatter” tool for learning on quizlet.com platform
IV. RESULTS AND ANALYSIS
As the learning and testing of group-A and group-B is
conducted over same content but on different environments
(i.e. non-gamified and gamified), their responses have been
analyzed based on two factors:
•
•
Number of candidates appearing for final test.
Number of candidates passing the final test according to
the passing limit.
After successful completion of the experiment stated
above, following results were found:
Fig. 5. Percentage distribution of outcomes of gamified environment
These results show that there is definitely an increase in
the interest of the users if the learning platform is gamified. In
2014 IEEE International Conference on MOOC, Innovation and Technology in Education (MITE)
293
fact in this study, the percentage increase in the number of
candidates who completed the task successfully was 28%. It
can also be noted that the number of candidates who took up
the challenge and gave the final test increased when the
platform was gamified. In fact an increase of 14% was
observed.
After the tests when candidates were asked to complete a
feedback survey based on the course, the users who got
gamified platforms had more positive reviews. Whereas the
reviews received by candidates who were allocated to the
conventional learning method were negative. Fig. 6
summarizes the results of post test survey which was taken
from the candidates who appeared for gamified environment.
The motive of this survey was to know the personal
experiences of using gamified platform. Parameters like Fun,
Challenge and Improved learning were included in the survey.
Out of the users who got gamified learning platform, 76%
experienced fun during the course, 45% felt a challenge which
inspired them to complete the course and 79% felt that
gamified platform improved their learning abilities. Due to
these reasons candidates were engaged in the course and had a
higher success rate. On the other hand, candidates who got
conventional learning method gave feedback that after a point
of time the task became boring and tedious. This is why nongamified environment had lesser success rate.
in large variety of MOOCs for high school students, as a part
of “High School Initiatives”, has been noted.
Further, as discussed in section III, an experimental setup
was developed for analyzing the differences between Gamified
and Non-Gamified platforms. Following paragraph
summarizes the results of experimental setup as explained in
section IV.
•
The increase in the candidates successfully completing the
experimental task from non-gamified platform to gamified
platform was found to be around 28%.
•
The reduction in failure cases for the stated experiment
from non-gamified to gamified platform was around 14%.
•
The candidates who denied taking up the final test also
decreased from 30% in non-gamified platform to 16% in
gamified platform. This shows a decrease of 14%.
•
Also, in the survey taken from candidates who worked on
gamified platform, 76% candidates had fun during the
course, 45% candidates felt challenge and 79% candidates
observed an improvement in their learning.
Considering all the above results, it can be concluded that
if the learning tool or platform is gamified, there is a noticeable
increase in the number of users succeeding the learning process
and a similar decrease is found in the candidates failing the
learning process. Also, a significant decrease in the candidates
who drop out of the course is observed if the learning platform
is gamified.
Although the primary factor of any learning platform is its
course content, its presentation is also an important factor for
successful retention of the users using that online learning
platform. And a significant increase in the user engagement can
be achieved if the learning platform is gamified, as shown in
this paper.
Fig. 6. Summary of post-test survey from candidates of gamified platform
based on their personal experience.
Similarly, if the MOOCs providers like edX, couresera,
udacity, etc. are gamified to some extent, the user engagement
can be increased. And hence the ultimate aim of these MOOCs
platforms, i.e., imparting knowledge globally on a unified
platform to as many people as possible, can be achieved
successfully. Because learning with fun and challenge is
always a positive and retentive learning.
REFERENCES
V. CONCLUSIONS
It can be concluded from the case study of discipline wise
distribution of the MOOCs available on the edX platform that,
the number of courses for computer science related fields is
maximum, i.e. about 11-15% of the total courses. And for
regional distribution, American universities are the largest
provider of MOOCs on edX.org (America constitutes around
60% of MOOCs on edX.org), although several Asian,
European and Australian universities have also started
deploying MOOCs on edX.org. A noticeable boom of MOOCs
from Chinese universities has been observed. Also, an increase
294
[1] Volery, T., and Lord, D., “Critical Success Factors in Online
Education”,
International
Journal
of
Educational
Management,vol. 14, no.5, pp. 216-223, 2000
[2] Harasim, L., “Shift happens: Online Education as a New
Paradigm in Learning”, The Internet and higher education, vol.
3 no. 1, PP. 41-61, 2000.
[3] Allen, I. E., and Seaman, J., “Class Differences: Online
Education in the United States”, Sloan Consortium, 2010.
[4] McAuley, A., Stewart, B., Siemens, G., and Cormier, D, “The
MOOC Model for Digital Practice”, SSHRC Knowledge
Synthesis Grant on the Digital Economy, 2010.
[5] “Canvas” https://www.canvas.net/.
2014 IEEE International Conference on MOOC, Innovation and Technology in Education (MITE)
[6]
[7]
[8]
[9]
“ClassToGo” http://class2go.stanford.edu/.
“Coursera” https://www.coursera.org/.
“edX,” https://www.edx.org/
“National Programme on Technology Enhanced Learning
(NPTEL)
Live
Online
Courses,”
http://nptel.iitm.ac.in/Onlinecourses/
[10] “Udacity” http://www.udacity.com/
[11] Cope, B., and Kalantzis, M. (Eds.), Ubiquitous learning,
University of Illinois Press, 2009.
[12] https://6002x.mitx.mit.edu/info.
[13] https://courses.edx.org/courses/MITx/8.02x/2013_Spring/info
[14] https://courses.edx.org/courses/UTAustinX/UT.1.01x/2013_Sep
t/info
[15] Deterding, S., Dixon, D., Khaled, R., and Nacke, L. From game
design elements to gamefulness: defining gamification. Proc.
Int. Academic MindTrek Conference (2011), 9–15.
[16] Huotari, K., and Hamari, J. Defining gamification: a service
marketing perspective. Proceeding of the 16th International
Academic MindTrek Conference (2012), 17–22.
[17] https://www.quizlet.com/.
2014 IEEE International Conference on MOOC, Innovation and Technology in Education (MITE)
View publication stats
295