09 Nov Making online learning work, the case for gamification
One of the big problems all online and e-learning courses face is keeping people engaged and learning. The estimated drop-out rate of online and e-learning range from 30% for non-compulsory organisational and institutional e-learning, such as courses provided by universities and companies, for example, up to over 90% for MOOCs or massive open online courses, which are publicly available courses made freely available to anyone with internet access.
There are considered to be two different types of MOOCs:
1. cMOOCs, which are connective MOOCs or massive open online courses that share digital elements and environments and are connected together in a variety of ways.
2. xMOOCs, or extended massive open online courses. xMOOCs tend to be based on content provided by universities and other educational institutions that provide significant research-based content and background.