Title: Gamification and interactive elements
Course: Digivisio DEMO: Planning and creating a MOOC > Section: Pedagogical planning of a MOOC

Gamification is generally seen as having a positive effect on motivation and learners’ engagement. Gamification elements in the learning environment create a relevant and versatile learning context in which practising and applying what has been learned feels safe. Gamification can also be used in an effort to support the learner's learning process and completion of their studies.

You will now learn more about gamification in MOOCs, also from the learner's and teacher's perspectives.

Plenty of gamification elements are available, and they can be used in a number of different ways. However, not all gamification elements are suitable for all purposes, and they must be carefully selected according to their intended use and purpose, ensuring that they will genuinely support the learning process. Consequently, gamification or interactive elements should not be selected because they are fun or the teacher likes them. Their use should always be pedagogically justified and support the learners’ learning.

Gamification elements or methods used in MOOCs include storytelling and storification of the content to be studied and the objectives. A story can be used to create a real-life scenario in which the learner acts. Using different roles in the created scenario is also possible.

On practical terms, gamification in MOOCs can, for example, be implemented by using interactive H5P tools that can be integrated into several learning platforms. Various H5P tools have also been used in this material to visualise information (such as in the sections on learning outcomes and accessibility), to offer ideas and to help apply information (such as the section on teaching methods), or to compile a short information package (such as the section on copyrights). You can use H5P tools in any way you like, they lend themselves to many purposes and are very easy to use. No special skills are needed to create most H5P elements, and basic IT skills are enough.

 interactive H5P elements

You can check out examples implemented with different H5P tools via the link below:

Different types of H5P and examples of their application. NOTE! Although some of the examples are very simple and seem to be more suitable for e.g. primary schools, if designed and implemented in a different way, the tool can still work very well in the higher education sector: https://h5p.org/content-types-and-applications

Remember to also check the accessibility of H5P elements as most, but not all, of them are accessible: https://help.h5p.com/hc/en-us/articles/7505649072797-Content-types-recommendations

In addition to interactive H5P tools, the use of various milestones (including those implemented using the progress monitoring tools) as well as badges add interactive elements and gamification to MOOCs.

Learner:
Gamification elements can offer a motivating opportunity that supports learning.

Teacher:

The teacher's task is to plan the MOOC and a suitable game context or gamification elements for it. It is important that gamification and the use of gamification elements are pedagogically justified.

Consider if the gamification elements are suitable for the MOOC you are planning and, if necessary, supplement your pedagogical manuscript with your idea for these elements. Pay attention to at least the following:
- How could you use gamification to support the learners’ learning process in your MOOC? Is gamification pedagogically justified in your MOOC?
- What kinds of gamification tools do you have at your disposal and how can you use them in your chosen virtual learning environment?

References

Antonaci, A., Klemke, R., Kreijns, K., & Specht, S. 2018. Get the Gamification of MOOC right! How to Embed the Individual and Social Aspects of MOOCs in Gamification Design. International Journal of Serious Games, 5, 61–78. doi:10.17083/ijsg.v5i3.255

Pekkarinen, V. & Tolonen, T. 2022. Automatisoitu, vuorovaikutteinen ja pelillinen – monenlaiset MOOCit opetuksessa. Laurea Journal. Available only in Finnish: https://journal.laurea.fi/automatisoitu-vuorovaikutteinen-ja-pelillinen-monenlaiset-moocit-opetuksessa/#b5d7bc48

Pinheiro, B. & Branco, M. 2021. MOOC accomplishment through gamification. Kriativ-tech, 1(9). doi:10.31112/kriativ-tech-2021-10-52

Image: Virve Pekkarinen using DALL.E AI tool.