An Experiment of Social-Gamification in Massive Open Online Courses: The ECO iMOOC Cover Image

An Experiment of Social-Gamification in Massive Open Online Courses: The ECO iMOOC
An Experiment of Social-Gamification in Massive Open Online Courses: The ECO iMOOC

Author(s): Luis de-Marcos, António Moreira Teixeira, Antonio Garcia Cabot, Eva Garcia Lopez
Subject(s): Social Sciences, Education, Higher Education
Published by: European Distance and E-Learning Network
Keywords: Games for learning; MOOCs; Online learning environments and platforms

Summary/Abstract: Massive Open Online Courses (MOOCs) represent a disruptive new trend that has brought scalability and openness to non-formal education. In fact, MOOCs have the potential to widen participation in higher education, thus contributing to social inclusion, the dissemination of innovation and the internationalization of higher education institutions. These courses have three main properties: they are (a) scalable, because they are intended for several thousand participants; they are (b) open, since enrolment is free of charge and there are no admission barriers; and they are (c) online because participants use the Internet to access content, resources and assignments, as well as to interact with other participants (Saltzman, 2014; McAuley, et al., 2010).

  • Issue Year: 2016
  • Issue No: 1
  • Page Range: 197-205
  • Page Count: 9
  • Language: English
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