Towards an Instructional Design Motivational Framework to Address the Retention Gap in MOOCs
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Transcript of Towards an Instructional Design Motivational Framework to Address the Retention Gap in MOOCs
Addressing the Retention Gap in MOOCs: Towards a Motivational Framework for
MOOCs Instructional Design Christothea Herodotou,
The Open University, UK
Stylianos Mystakidis, University of Patras & University of Jyväskylä
26/8/2015 1 EARLI2015
MOOCs
• Massive Open Online Courses e.g. Coursera, edX, Futurelearn.
• High drop-out rates – completion rates lower than 10% • Should module completion be a requirement? • MOOCs design currently focused on cognitive and technical
aspects of learning Our aim: To develop a framework -Open Quest Framework-which will
potentially tackle the need for motivating learners towards MOOC completion and contribute to the affective realm of course design.
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Developing OpenQuest
Quest-based initiatives
Gamified web platforms
MMORPGs
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Open Quest Framework
Underpinnings of OpenQuest
• Self-determination theory (Ryan, Rigby, & Przybylski, 2006)
• Flow theory (Csikszentmihalyi, 1990)
• Situated Motivational Affordances (Deterding, 2011)
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Self-Determination Theory
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Flow theory
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Situated Motivational Affordances
• Transfer of game elements from one context to another does not necessarily lead to the same motivational affordances
• Need to meaningfully integrate game elements in a new context
• Understand users (e.g.expectations, skills)
• Understand the organizational context of learning (e.g. CPDs acquisition, curiosity)
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Components of OpenQuest (1/3)
Design of learning activities as Quests • Delivery of the content of a MOOC in the form of quests
(Activity 1 Quest 1) • Learning comes out as a natural characteristic of play • Quests are found to be effective in terms of learning
performance, persistence and engagement in initiatives (e.g. the Quest to Learn, the 3D GameLab
• Practical application: Quests can be arranged in the form of a story/narration where learners’ responses contribute to the story’s progression.
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Components of OpenQuest (2/3)
Social elements
Reputation systems as rewards to learners e.g. badges, social and scientific scores
- Effective in reinforcing participation and creation of a community of learners (e.g. iSpot).
Adaptable leaderboards
- Contrasting learner’s performance to meaningfully-related others (e.g., teammates) increases intrinsic motivation.
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Components of OpenQuest (3/3)
Collaborative mechanisms
- Motivational cornerstone of successful multi-user games explaining persistence in gaming
- Course participation can be enhanced by performance responsibility towards peers in team coursework.
Well-designed feedback through timed triggers and unexpected rewards
- Reinforce learners’ participation.
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• User centre design • Flexibility • Personalization • Self-directed learning
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Quest 1a Competitive
Quest 1b Collaborative
Quest 1c Easy
Quest 1d Difficult
LEVEL 1
Quest 2a Text-based
Quest 2b Project-based
Quest 2c Lab-based
Quest 2d Forum-based
Quest 3a Quest 3b Quest 3c Quest 3d
LEVEL 2
LEVEL 3
Screen learners’ profile (e.g., expectations,
motives) and propose type of entry quest
•Number users completing quest •Badges given when achieved •Team/individual with max score
LEADERBOARD •Within the group •Overall ranking
•Related to specific quest
Challenges
• Although evidence favour the effectiveness of the proposed mechanisms, engagement may not be long-term but due to a novelty effect.
• Factors including initial motivations for MOOC registration, learners’ characteristics and ways of engagement in MOOCs may mediate the success or failure of the proposed framework.
• Subsequent studies will monitor participants engagement with a MOOC (e.g. learning analytics) in order to inform and refine the design of the proposed framework.
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Christothea Herodotou [email protected] Stylianos Mystakidis [email protected]
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Thank you!