UNIVARSITY.ORG | Making online learning work, the case for gamification
Interesting information about Universities
information about Universities, University, complete university guide, university league tables, which university should i go to, which university course is right for me, which university gives the most scholarship, iipm affiliated to which university, which university is best for mba distance education, which university is the best in the world,
37055
single,single-post,postid-37055,single-format-standard,ajax_leftright,page_not_loaded,,qode-title-hidden,qode-theme-ver-7.6.2,wpb-js-composer js-comp-ver-4.6.2,vc_responsive

09 Nov Making online learning work, the case for gamification



https://www.oxford-review.com/research-downloads-home/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.

MOOCs

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.

VISIT ONE OF OUR SPONSORS. WITHOUT THEM, OUR WEBSITE WOULD NOT BE POSSIBLE.
MOST RECENT COMMENTS
No Comments

Sorry, the comment form is closed at this time.

YOU CAN NOW ADVERTISE WITH US. PLEASE CONTACT US FOR FURTHER INFORMATION IN REGARDS TO PRICING ETC.