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Challenge-based gamification as a
teaching’ Open Educational
Innovation strategy in the energy
sustainability area
Elvira G. Rincón Flores
Tecnológico de
Monterrey
Mexico
María Soledad Ramírez
Montoya
Tecnológico de
Monterrey
Mexico
Juanjo Mena
Universidad de
Salamanca
Spain
Contextual framework
• In Mexico, the National Council for Science andTechnology
(CONACYT), the Minestry of Energy (SENER) and the
Tecnologico de Monterrey launched the Strategic Energy
Initiative Project to develop energy reform in 2015 , which aims
to impact the academic, business, and social communities in
Mexico and Latin America; creating awareness about
sustainable energy options through open innovation (MOOC).
• Phase 1: Five out of ten massive courses will
be developed to be released on January 2017
through the platform MexicoX.
• Phase 2: The analytical data from the
investigation process will be properly adjusted
and the rest of the massive courses will be
launched between May-June 2017.
• Phase 3: Improvements were made on the last
massive courses.
Phases
of
the
project
Contextual framework
Contextual framework
Three Focus teams
Experts focused
on energy
Experts
focused on
technical
production.
Experts
focused on
educational
innovation and
research
Research question
What is the relationship between challenge-based
gamification and the innovation levels achieved by
participants regarding sustainable energy options in
Massive Open Courses of the Energy Sector?
Innovation´s
levels
Gamification
Theoretical
Framework
Research Objective
The objective of this research is to assess the impact of gamification
and challenge based learning in four massive open courses of the
energy sector, and the innovation levels reached by the participants.
This will be done with the goal to solve the problems associated with the
self-sustainable energy options in order to propose a model of challenge
based gamification that promotes open innovation in MOOCs.
Specific objectives
• 1) To contrast diferents models: García-Manjón, (2010);
Govindarajan &Trimble,(2013), Romero, Rébori & Camio,
(2010); Wonglimpiyarat, (2010); Zabalza & Zabalza, (2012), of
both educational innovation and enterprise to determine the
appropriate profile for the CONACYT-SENER MOOC.
• 2) To design and implement challenge based gamification
activities to assess the levels of innovation achieved by
participants of the CONACYT-SENER MOOC.
• 3) To propose a model of challenge-based gamification that
encourages open innovation in MOOC.
Methodology
* For the development of this research, we will use the mixed research
Method (Creswel, 2015; Johnson and Onwuegbuzie, 2004).
*This methodology will allow observation of the big picture
of the relationship between challenge-based gamification and
innovation levels achieved by participants, making it possible to go
from the general to the particular to assess the impact on the level
of innovation achieved in solving problems related the self-sustainable
energy options.
*The design to be used in this investigation will be sequential
CUAN -> CUAL as each step will strengthen the one before
(Pereira, 2011).
Population and sample
*The study population we’ll address are the total number of
participants from four massive open courses that will be released
within the Strategic Initiative project of CONACYT-SENER Energy
next fall 2016. The study sample will consist of around 1000 participants
who have already completed high school, older than 17 years and
who want to be up to date or be trained on energy sustainability issues.
*A probabilistic sampling method will be used to select the sample
(quantitative data). Contrarywise, sampling will be intentional for
qualitative data. Both approaches will be worked on participants
who complete 100% of the course.
Instruments
1) Survey: MOOC participants will take a survey. This way,
we will know sociodemographic indicators, such as gender,
educational level and either or not the participant belongs
to the energy sector (open innovation levels).
2) Questionnaire: MOOC participants will take a pre and a post test,
in order to compare sample participants results against the
performance of challenge based gamification activities.
3) Participant dashboard (progress log in the system): the
participants’ level of achievement will be analyzed using the
database in order to measure their commitment (engagement)
in the gamified activities (challenge based activities).
Instruments
4) Products from the comprehensive challenges developed by
the participants: the products will be analyzed using a rubric
to decide innovation levels of achievement.
5) Exams: participants will test their knowledge in contextualized
situations during the examinations. They will take partial exams when
finishing each topic and a final exam when finishing the course.
6) Interviews: About 5% of the participants that conclude MOOC
will be interviewed to know their beliefs about challenge based
gamification. This information will be compared against the
performance shown in the participants’ dashboard and the
products of the comprehensive challenges.
Information sources
1)Participants: the students from four MOOCs about the energy sector
will provide information about their performance, their participation in
the challenge based gamified activities, and the level of innovation
achieved.
2) Artifacts: four courses MOOC developed for the energy sector.
The instruments used in this research will be implemented within
these courses.
3) Digital material: Scopus, Web of Science (a digital database of
peer-reviewed literature), books, videos and journals, to be up to
date with the state of the art regarding the variables involved the
present study. The reviewed material will be of much use for comparing
and validating obtained results.
4) Productions developed through the challenge-base gamification:
The analysis rubrics will be employed for deciding the innovation level
achieved by the participants.
5) Participants dashboard: this artifact will be used to analyze
the students’ participation level.
Information sources
Data
collection
and analysis
1. Pilot study 2. Improvement
3. The survey will be
applied to collect socio-
demographic and
academic information
from participants. (SPSS)
4. Cualiitative analysis
(NUDIST NVivo software)
5. These results will be
compared with the results
of quantitative
instruments
DISSERTATION STATUS
 We have been progressing with the theoretical
framework.
 We are working with the other focus team.
 We are design the instrument in order to applicate in the
pilot study and in the first edition of the MOOC
CONACYT-SENER courses, particularly on the course:
The energetic reform and its opportunities.
 We participated in three index conferences.
 We are working in a paper about mapping review of
gamification in MOOC.
¡Thank you!
elvira.rincon@itesm.mx
solramirez@itesm.mx
juanjo_mena@usal.es
This research has been realized in the framework of Project 266632
“Laboratorio Binacional para la Gestión Inteligente de la Sustentabilidad
Energética y la Formación Tecnológica” [Binational Laboratory for the
Intelligent Management of the Energy Sustainability and the
Technological Formation], whit financing of energy sustainability fund
CONACYT-SENER (Agreement: S0019201401).
Also, this research has been realized inside Knowledge
Society PhD Program of the Universidad de Salamanca, España.
ACKNOWLEDGMENTS

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Challenge-based gamification as a teaching’Open Educational Innovation strategy in the energy...

  • 1. Challenge-based gamification as a teaching’ Open Educational Innovation strategy in the energy sustainability area Elvira G. Rincón Flores Tecnológico de Monterrey Mexico María Soledad Ramírez Montoya Tecnológico de Monterrey Mexico Juanjo Mena Universidad de Salamanca Spain
  • 2. Contextual framework • In Mexico, the National Council for Science andTechnology (CONACYT), the Minestry of Energy (SENER) and the Tecnologico de Monterrey launched the Strategic Energy Initiative Project to develop energy reform in 2015 , which aims to impact the academic, business, and social communities in Mexico and Latin America; creating awareness about sustainable energy options through open innovation (MOOC).
  • 3. • Phase 1: Five out of ten massive courses will be developed to be released on January 2017 through the platform MexicoX. • Phase 2: The analytical data from the investigation process will be properly adjusted and the rest of the massive courses will be launched between May-June 2017. • Phase 3: Improvements were made on the last massive courses. Phases of the project Contextual framework
  • 4. Contextual framework Three Focus teams Experts focused on energy Experts focused on technical production. Experts focused on educational innovation and research
  • 5. Research question What is the relationship between challenge-based gamification and the innovation levels achieved by participants regarding sustainable energy options in Massive Open Courses of the Energy Sector?
  • 7. Research Objective The objective of this research is to assess the impact of gamification and challenge based learning in four massive open courses of the energy sector, and the innovation levels reached by the participants. This will be done with the goal to solve the problems associated with the self-sustainable energy options in order to propose a model of challenge based gamification that promotes open innovation in MOOCs.
  • 8. Specific objectives • 1) To contrast diferents models: García-Manjón, (2010); Govindarajan &Trimble,(2013), Romero, Rébori & Camio, (2010); Wonglimpiyarat, (2010); Zabalza & Zabalza, (2012), of both educational innovation and enterprise to determine the appropriate profile for the CONACYT-SENER MOOC. • 2) To design and implement challenge based gamification activities to assess the levels of innovation achieved by participants of the CONACYT-SENER MOOC. • 3) To propose a model of challenge-based gamification that encourages open innovation in MOOC.
  • 9. Methodology * For the development of this research, we will use the mixed research Method (Creswel, 2015; Johnson and Onwuegbuzie, 2004). *This methodology will allow observation of the big picture of the relationship between challenge-based gamification and innovation levels achieved by participants, making it possible to go from the general to the particular to assess the impact on the level of innovation achieved in solving problems related the self-sustainable energy options. *The design to be used in this investigation will be sequential CUAN -> CUAL as each step will strengthen the one before (Pereira, 2011).
  • 10. Population and sample *The study population we’ll address are the total number of participants from four massive open courses that will be released within the Strategic Initiative project of CONACYT-SENER Energy next fall 2016. The study sample will consist of around 1000 participants who have already completed high school, older than 17 years and who want to be up to date or be trained on energy sustainability issues. *A probabilistic sampling method will be used to select the sample (quantitative data). Contrarywise, sampling will be intentional for qualitative data. Both approaches will be worked on participants who complete 100% of the course.
  • 11. Instruments 1) Survey: MOOC participants will take a survey. This way, we will know sociodemographic indicators, such as gender, educational level and either or not the participant belongs to the energy sector (open innovation levels). 2) Questionnaire: MOOC participants will take a pre and a post test, in order to compare sample participants results against the performance of challenge based gamification activities. 3) Participant dashboard (progress log in the system): the participants’ level of achievement will be analyzed using the database in order to measure their commitment (engagement) in the gamified activities (challenge based activities).
  • 12. Instruments 4) Products from the comprehensive challenges developed by the participants: the products will be analyzed using a rubric to decide innovation levels of achievement. 5) Exams: participants will test their knowledge in contextualized situations during the examinations. They will take partial exams when finishing each topic and a final exam when finishing the course. 6) Interviews: About 5% of the participants that conclude MOOC will be interviewed to know their beliefs about challenge based gamification. This information will be compared against the performance shown in the participants’ dashboard and the products of the comprehensive challenges.
  • 13. Information sources 1)Participants: the students from four MOOCs about the energy sector will provide information about their performance, their participation in the challenge based gamified activities, and the level of innovation achieved. 2) Artifacts: four courses MOOC developed for the energy sector. The instruments used in this research will be implemented within these courses. 3) Digital material: Scopus, Web of Science (a digital database of peer-reviewed literature), books, videos and journals, to be up to date with the state of the art regarding the variables involved the present study. The reviewed material will be of much use for comparing and validating obtained results.
  • 14. 4) Productions developed through the challenge-base gamification: The analysis rubrics will be employed for deciding the innovation level achieved by the participants. 5) Participants dashboard: this artifact will be used to analyze the students’ participation level. Information sources
  • 15. Data collection and analysis 1. Pilot study 2. Improvement 3. The survey will be applied to collect socio- demographic and academic information from participants. (SPSS) 4. Cualiitative analysis (NUDIST NVivo software) 5. These results will be compared with the results of quantitative instruments
  • 16. DISSERTATION STATUS  We have been progressing with the theoretical framework.  We are working with the other focus team.  We are design the instrument in order to applicate in the pilot study and in the first edition of the MOOC CONACYT-SENER courses, particularly on the course: The energetic reform and its opportunities.  We participated in three index conferences.  We are working in a paper about mapping review of gamification in MOOC.
  • 17. ¡Thank you! elvira.rincon@itesm.mx solramirez@itesm.mx juanjo_mena@usal.es This research has been realized in the framework of Project 266632 “Laboratorio Binacional para la Gestión Inteligente de la Sustentabilidad Energética y la Formación Tecnológica” [Binational Laboratory for the Intelligent Management of the Energy Sustainability and the Technological Formation], whit financing of energy sustainability fund CONACYT-SENER (Agreement: S0019201401). Also, this research has been realized inside Knowledge Society PhD Program of the Universidad de Salamanca, España. ACKNOWLEDGMENTS