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Abstract

Much hype has been centered on MOOCs, or Massive Online Open Courses, in higher education recently. They possess the noble aim of bringing top quality education to the masses, often for free, but suffer from several drawbacks that include student motivation and a lack of team-based activities. Other than to alleviate some of these shortcomings, the main goal of this paper is to explore what the design of Massively Multiplayer Online Games (MMOGs) can offer for the design of MOOCs. A review of MOOCs is first presented, followed by a dissection of the general structure of MOOCs with a formal game perspective. A comparative analysis with MMOGs is then provided which finally leads to a set of design guidelines for creating more engaging MOOCs.

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Notes

  1. 1.

    http://www.insidehighered.com/news/2013/02/04/coursera-forced-call-mooc-amid-complaints-about-course.

  2. 2.

    https://www.coursera.org

  3. 3.

    https://www.edx.org

  4. 4.

    https://www.udacity.com

  5. 5.

    https://www.khanacademy.org

  6. 6.

    http://ocw.mit.edu

  7. 7.

    http://www.forbes.com/sites/johngaudiosi/2012/07/11/riot-games-league-of-legends-officially-becomes-most-played-pc-game-in-the-world/

  8. 8.

    http://www.bbc.co.uk/news/technology-15672416

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Acknowledgments

We would like to thank the Center for Human-Centered Technology Design and the School of Software in the Faculty of Engineering and IT at UTS for their support in this work. We would also like to thank the reviewers for their insightful comments.

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Correspondence to Chek Tien Tan .

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© 2013 Springer Science+Business Media Singapore

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Tan, C. (2013). MOOCs vs MMOGs. In: Mandal, P. (eds) Proceedings of the International Conference on Managing the Asian Century. Springer, Singapore. https://doi.org/10.1007/978-981-4560-61-0_11

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