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How to play a MOOC: Practices and simulation
Entertainment Computing ( IF 2.8 ) Pub Date : 2020-11-17 , DOI: 10.1016/j.entcom.2020.100395
Dario De Notaris , Sergio Canazza , Carlo Mariconda , Cristina Paulon

Massive Open Online Courses are important online study resources. They aim at providing online education to an increasingly large and heterogeneous audience: school pupils, university students or professionals who intend to acquire or develop their skill to better respond to market needs. The growing number of learners (more than 100 million globally at the moment, https://www.classcentral.com/report/mooc-stats-2019/) and courses (over 11 thousand, ibidem) reveals new and unprecedented scenarios in lifelong learning paths. Offering educational products to such an audience requires producers – not only private individuals but also public entities – to evaluate new teaching methods and methodologies for distance learning, in order to encourage participation and reduce their dropping out. Using gamification within an online course seems to contribute to the growth of users’ participation rate, as well as to increase the course completion rate. In this work, the authors will show the interactive solutions that two Italian universities, the University of Naples Federico II – with its Federica Web Learning branch – and the University of Padua set up for their MOOC-based courses.



中文翻译:

如何玩MOOC:练习和模拟

大规模的在线公开课程是重要的在线学习资源。他们旨在为越来越多的不同群体的受众提供在线教育:在校学生,大学生或打算获得或发展其技能以更好地响应市场需求的专业人员。学习人数的增加(目前全球超过1亿,https://www.classcentral.com/report/mooc-stats-2019/)和课程(ibidem超过11000)揭示了终生新的,前所未有的情况学习路径。向这样的受众提供教育产品需要生产者,不仅是私人个体,而且还包括公共实体,都要评估远程教学的新教学方法和方法,以鼓励参与并减少辍学。在线课程中使用游戏化似乎有助于提高用户的参与率,并提高课程完成率。在这项工作中,作者将展示两所意大利大学,那不勒斯大学费德里科II大学及其Federica网络学习分支以及帕多瓦大学为其基于MOOC的课程而建立的交互式解决方案。

更新日期:2020-12-05
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