Abstract
As the number of MOOCs increase over the years, more data has become available which show poor completion rates (on average between 5 and 10%). IFP School has been producing MOOCs since 2014 introducing innovative pedagogical techniques to improve learner motivation by integrating games into our MOOC’s.
In our latest MOOC: ‘Tomorrow’s Mobility’, in addition to the gaming element that has proven to be successful, storytelling techniques were used that created a narrative thread which was integrated with the technical knowledge that was presented. A charming character was created that accompanied the learners throughout the entire MOOC resulting in a special relationship between the learners and the MOOC course.
In this paper we describe how this MOOC was built through the use of this character and the other pedagogical innovation that was introduced. The results show an unusual environment that increased the learners motivation to help the character. Since helping the character meant going through the different activities proposed in the MOOC, in our opinion, it was the main reason that led to the high completion rate of 20% that was obtained.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Bernaert, O., Dhorne, L., Crepon, R.: MOOC and serious game. An educational approach on transfer and action. In: 43 Annual SEFI Conférence, Orléans, Juillet 2015
Guo, P.J., Kim, J., Rubin, R.: How video production affects student engagement: an empirical study of MOOC videos. In: Proceedings of the First ACM Conference on Learning@ Scale Conference, pp. 41–50, March 2014
Jordan, K.: Initial trends in enrolment and completion of massive open online courses. Int. Rev. Res. Open Distance Learn. 15(1), 133–160 (2014). http://www.irrodl.org/index.php/irrodl/article/view/1651/0
Thirouard, M., et al.: Learning by doing: integrating a serious game in a MOOC to promote new skills. In: eMOOC 2015 Conference, Mons, Juin 2015
Bulander, R.: A conceptual Framework of serious games for higher education. In: International Conference on e-Business, Athen, Greece, pp. 95–100 (2010)
Liu, S., Kang, J.: An overview of game based learning: motivations and authentic learning experience. Tex. Educ. Rev. 2(2), 157–162 (2014)
Tsai, F., et al.: Exploring the factors influencing learning effectiveness in digital game-based learning. Educ. Technol. Society 15(3), 240–250 (2011)
Acknowledgements
The authors will like to thank all the IFP School faculty team, as well as IFP Training and VEDECOM for their participation in this project. We also thank aPi learning and RiseUp for their technical support. We also thank Beatrice Lhuillier for her sketch notes production for this MOOC. Finally, we thank all of those who helped and supported us in making this MOOC a success.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Thirouard, M., Cahagne, C., Bernaert, O., Jehl, D. (2019). Storytelling and Innovative Digital Techniques Which Increase Motivation Levels of MOOC Participants. In: Calise, M., Delgado Kloos, C., Reich, J., Ruiperez-Valiente, J., Wirsing, M. (eds) Digital Education: At the MOOC Crossroads Where the Interests of Academia and Business Converge. EMOOCs 2019. Lecture Notes in Computer Science(), vol 11475. Springer, Cham. https://doi.org/10.1007/978-3-030-19875-6_21
Download citation
DOI: https://doi.org/10.1007/978-3-030-19875-6_21
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-19874-9
Online ISBN: 978-3-030-19875-6
eBook Packages: Computer ScienceComputer Science (R0)