THE IMPACT OF GAMIFICATION WITH AN EMPHASIS ON EXTERNAL MOTIVATION IN MOOCS FOR STUDENTS IN EMERGING REGIONS FROM AN UNDERPRIVILEGED GROUP: A CASE STUDY OF THE LEVEL UP COURSE BY GAMELAB KBTU AND UNICEF IN KAZAKHSTAN

Herald of Kazakh-British technical university, 2024

Full text Open access: Gold Metadata (CSL-JSON)
DOI 10.55452/1998-6688-2024-21-1-42-53
Data confidence 70 medium
How this score is calculated

It is built from checkable properties of the record itself: whether the article has a DOI, how many independent sources confirmed its data, whether the required fields are filled in, and how recent the latest confirmation is. Disagreement between sources and a missing identifier lower it. A value of 80 or above means the record was published without further checking; 60 to 79 means it is published at reduced confidence, with a manual check advisable. A record verified by an editor by hand is never pushed below 90 by a recalculation. This scores our data about the article, not the article itself.

Abstract

This paper examines the impact of gamification and external motivation on the engagement and completion rates of Massive Open Online Courses (MOOCs), with a focus on underprivileged groups in emerging regions. The research centres around the “LEVEL UP” course, a gamified MOOC designed to enhance STEM skills among young women in Kazakhstan, developed by GameLab KBTU in collaboration with UNICEF. Utilizing a combination of quantitative data analysis and literature review, the study investigates the efficacy of gamification strategies in increasing course completion rates, which are traditionally low in MOOCs. The findings indicate that the inclusion of gamification and external motivational elements, such as competitive elements and rewards, can improve completion rates. The LEVEL UP course, for example, achieved a completion rate of 10%, which is higher than the average completion rate of MOOC courses, which 5-8%. However, the study also highlights the complexity of balancing external and internal motivational factors to sustain long-term engagement and deep learning. Limitations encountered, including technical issues and platform constraints, underline the challenges of implementing such strategies effectively. Recommendations for further research include exploring the long-term impact of gamification, the optimal balance of motivational elements, and the customization of gamification to individual learner needs. This paper contributes to the growing body of evidence supporting the use of gamification in education, emphasizing the need for nuanced approaches that enhance both engagement and learning outcomes, particularly in the context of democratizing education for learners worldwide.