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Survey on MOOCs for Digital Game based Learning for Learners

Shivendra Chavan1 , Mangesh Bedekar2

Section:Survey Paper, Product Type: Journal Paper
Volume-07 , Issue-07 , Page no. 49-53, Mar-2019

Online published on Mar 30, 2019

Copyright © Shivendra Chavan, Mangesh Bedekar . This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

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IEEE Style Citation: Shivendra Chavan, Mangesh Bedekar, “Survey on MOOCs for Digital Game based Learning for Learners,” International Journal of Computer Sciences and Engineering, Vol.07, Issue.07, pp.49-53, 2019.

MLA Style Citation: Shivendra Chavan, Mangesh Bedekar "Survey on MOOCs for Digital Game based Learning for Learners." International Journal of Computer Sciences and Engineering 07.07 (2019): 49-53.

APA Style Citation: Shivendra Chavan, Mangesh Bedekar, (2019). Survey on MOOCs for Digital Game based Learning for Learners. International Journal of Computer Sciences and Engineering, 07(07), 49-53.

BibTex Style Citation:
@article{Chavan_2019,
author = {Shivendra Chavan, Mangesh Bedekar},
title = {Survey on MOOCs for Digital Game based Learning for Learners},
journal = {International Journal of Computer Sciences and Engineering},
issue_date = {3 2019},
volume = {07},
Issue = {07},
month = {3},
year = {2019},
issn = {2347-2693},
pages = {49-53},
url = {https://www.ijcseonline.org/full_spl_paper_view.php?paper_id=902},
publisher = {IJCSE, Indore, INDIA},
}

RIS Style Citation:
TY - JOUR
UR - https://www.ijcseonline.org/full_spl_paper_view.php?paper_id=902
TI - Survey on MOOCs for Digital Game based Learning for Learners
T2 - International Journal of Computer Sciences and Engineering
AU - Shivendra Chavan, Mangesh Bedekar
PY - 2019
DA - 2019/03/30
PB - IJCSE, Indore, INDIA
SP - 49-53
IS - 07
VL - 07
SN - 2347-2693
ER -

           

Abstract

The Massive Open Online Courses (MOOCs) require extrinsic or intrinsic to the low level of completion of the training, and encounter problems with the interactivity and engagement of students throughout the MOOCs that can transform the enthusiasm of the students in boredom, and then to abandon it at any time. To attract the best players to MOOCs, gamification has been implemented on many platforms; especially since gamification became a buzzword in 2012. This research project examines the motivation and training as perceived by participants in MOOCs, using innovative educational strategies for teaching community in the field of education. In learning gamification, the use of Digital Game Learning (GBL) it provides more fun learning than gamification. In this regard, the current implementation of gamification, DGBL and their role in MOOCs will be assessed.

Key-Words / Index Term

Gamification, Digital Game Based Learning, Massive Open Online Courses, and Online Learning

References

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