Learning Analytics on Student Engagement through Gamification in Massive Open Online Course

Authors

  • Elvinus Yunus School of Computing, Faculty of Engineering, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
  • Sarina Sulaiman School of Computing, Faculty of Engineering, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
  • Nur Eiliyah Wong School of Computing, Faculty of Engineering, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
  • Nurbiha A. Shukor School of Education, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
  • Norah Md Noor School of Education, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia, Johor Bahru, Malaysia

Keywords:

Learning, Student engagement, Gamification

Abstract

Education system nowadays has moved forward in digitalization. The evolution of the education system brings learning institutions that offer online knowledge delivery as an alternative also in addition to giving more flexibility to learners gaining knowledge. This will benefit learners as they can set up their own environment when attending a class. However, the online environment means that learners and teachers are not interacting directly anymore. This led to low engagement between learner and teacher. Engagements between learner and teacher or the course itself are important as engagement will increase learner motivation in attending a class or completing a course. Gamification can be implemented to increase student engagement in online learning. To understand how far gamification contributes to increasing learner engagement and how it affects learner performance, this research is conducted. First, this research will study the engagement of learner in different parameters. The study mainly focuses on the trend of engagement on the respective parameter. For instance, the trend of learners engaging in the course by sharing their opinion in the comment section and how much did the learner spend their time on the course. The findings were used to identify the type of gamification that engage student more towards the course. The study about the enrolments trends was also done for this research.

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Published

2024-07-05

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Section

Articles