Luis Miguel Romero Rodríguez
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Gamificación en MOOCs

Resultados de su aplicación en la innovación universitaria

Gamification in MOOCs: A Strategy to Boost Engagement and Academic Innovation

What is this article about?

This article explains how gamification strategies integrated into MOOCs (Massive Open Online Courses) can enhance student motivation, engagement, and completion rates. Authors Castillo-Abdul, Romero-Rodríguez, and Ramírez-Montoya applied a quantitative analysis model (E-MIGA) to 12 MOOCs focused on energy sustainability, comparing gamified courses (MexicoX) with non-gamified ones (edX).


Why is it important?

MOOCs have revolutionized lifelong learning but suffer from low completion rates (5–8%). This study shows that gamified instructional design, using rewards like badges and leaderboards, doubles course completion rates, proving its value for educational innovation and digital pedagogy.


Key Findings

1. Gamification doubles completion rates

  • Gamified MOOCs on MexicoX had a 14.4% completion rate, compared to 6.1% on edX.

  • Activity completion rates were also higher in gamified courses.

2. Engagement is linked to motivation and expectations

  • Using the E-MIGA framework, researchers found that the most impactful dimensions were:

    • Motivation for learning

    • Expectation management

  • Passive roles and lack of personalization reduced user control.

3. Dynamic gamification elements matter

  • Challenges, time-based quizzes, and rewards (gold/silver/bronze badges) increased commitment.

  • Competition through leaderboards helped create learning communities.


E-MIGA Model Application

E-MIGA (Integrated Gamification Model for eLearning) categorizes indicators such as:

  • Actors’ roles, access to content, feedback, and reward systems.

  • In this study, MOOCs scored 50 out of 62 possible points.

  • Weakest areas: role of actors, storytelling, and user control.


FAQs

Q: Why are completion rates usually low in MOOCs?
A: Due to lack of time, low commitment, misaligned expectations, or passive learning designs.

Q: What is the E-MIGA model?
A: A theoretical framework to assess gamification in online education, measuring motivation, roles, and user control.

Q: Which gamification strategies were most effective?
A: Badges, point systems, and time-based challenges tied to course content.

Q: Can gamification be applied in all educational contexts?
A: Yes—but it must be tailored to learner profiles, course objectives, and platform limitations.

Castillo-Abdul, B., Romero-Rodríguez, L.M., & Ramírez-Montoya, M.S. (2021). Gamificación en MOOCs: Resultados de su aplicación en la innovación universitaria. En E. López-Meneses et al., (Eds.) Innovación universitaria: Reformulaciones en la nueva educación, pp. 133-147. Octaedro.

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