The first week of the MOOC Gamification course I signed up for has come to a close, and I’m ready for Week 2. In Week 1, our primary task was to view a series of 11 video lectures, broken into two groups, recorded by Professor Kevin Werbach, of The Wharton School. In total, the lectures ran one hour and fifty-seven minutes, and each set was meant to be equivalent to an hour long classroom lecture. The course is meant to be a pretty entry-level look at gamification, and as such, has no specific pre-requisites. My initial impressions are that the material is appropriate for an introductory type of course, and subsequently, though the lectures have so far been pretty interesting and informative, the content is not very challenging.
In my initial post about this course, I mentioned there is some minor interactivity built into the lectures, such as the occasional break for a quiz question. The quiz questions are of the sort that could probably be answered correctly even if the viewer hadn’t paid attention to the lectures, though, and the formal quiz to finish Week 1 had only five questions. These questions did require that you’d absorbed information from the lectures, but the short length leads me to believe that evaluation of concept mastery isn’t a leading priority in delivering the course. In my opinion, this element could have a huge impact on where this industry goes. The idea of courses offered by prestigious universities for anyone to access online has instant appeal, for fairly obvious reasons, and while there are those of us that love learning just for the sake of learning, there are plenty of others that want to rack up certificates and proof of learning to add to a resume or show qualifications for a new job.
We’ll have to wait and see what happens, but I expect to see things like official certifications come for a fee in time as a means to monetize the industry. While the concepts are so new, the major players are smart to create as open an environment as possible, to attract the widest range of participants and focus on data gathering to help inform the best future directions.
Because the content in week 1 is meant to be very introductory, providing definitions and examples of gamification and games, key differences between games and play, and a brief history of the concept, my hope is that the remainder of the course is more challenging and gets into these subjects in more depth.
As far as statistics and engagement go, our written assignments will be peer-graded, and they are only required for those of us that want a certificate of completion. Our first written assignment should be released tomorrow. Also, it looks as though participation jumped to 71000 people in the first few days, and results of the survey we took when we began the course have been posted. There are students from at least 147 countries, 67% of survey respondents are between the ages of 22 and 39, 70% are male, and the US is most heavily represented with 32% of respondents originating here. More than half of respondents are employed full-time, as opposed to other statuses, such as students enrolled in an institution.
I intend to jump in on the discussion courses this weekend, and will report back on any particularly interesting threads I find. Wish me luck on my first written assignment, and in my second week in the course!