Abstract

In the first decade of the 21st century, distance learning (usually subject to course fees and resulting in formal certification) was complemented by free-of-charge open learning courses with unlimited numbers of participants and no final certificate. Termed massive open online courses (MOOCs), these soon fell into different categories, depending on their concept. Among them are connectivist massive open online courses (cMOOCs) which emphasise a collaborative approach to learning. However, while initial enrolment is indeed massive, completion rates are very low and cMOOCs notoriously lack an appropriate method of evaluating learning progress and motivational resources. The author of this article suggests that one way of addressing this problem might be to adapt motivational formative assessment tools used in massively multiplayer online role-playing games (MMORPGs) to cMOOCs. He argues that some characteristics of MMORPGs can be effectively incorporated in cMOOCs, thus benefiting from the motivational potential of MMORPGs. He cautions, however, that even if MMORPGs (and ongoing, low-stakes formative assessment in general) are motivational, they can only be applied to cMOOCs if the idea of formative assessment is not in tension with connectivist principles. Hence, the author argues for their compatibility, and builds on peer-to-peer assessment as a solution for resource allocation problems with low instructor–learner ratio.

Highlights

  • Keywords Connectivist massive open online courses (cMOOCs) · Connectivism · Formative assessment · Gamification · Massively multiplayer online role-playing games (MMORPGs) · Motivation

  • Including game elements in education is a possible way for motivating learners extrinsically until they develop an intrinsic commitment to learning (Szabó and Szemere 2016, 2017). Due to their massively multi-participant character, massively multiplayer online role-playing games (MMORPGs) can serve as a blueprint for a particular form of gamification in education that has the potential of being compatible with connectivist massive open online courses (cMOOCs)

  • This article argues that adapting motivational tools from MMORPGs for formative, peer-to-peer assessment may offer a solution to the motivation problem from which many cMOOCs suffer

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Summary

Introduction

Keywords Connectivist massive open online courses (cMOOCs) · Connectivism · Formative assessment · Gamification · Massively multiplayer online role-playing games (MMORPGs) · Motivation In the course of my argument, I suggest that formative (rather than summative) assessment, supported by ideas borrowed from massively multiplayer online role-playing games (MMORPGs), may be a motivating educational tool that could make cMOOC completion rates more acceptable.

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