Over the past years, higher education institutions have been exploring different mechanisms to adapt their learning and teaching practices to increase students' engagement. One of the proposals has been to reuse Massive Online Open Courses (MOOCs) as Small Online Private Courses (SPOCs), or as complementary resources in traditional courses through blended learning practices, such as flipped classroom. However, the integration of online courses as a complement to face-to-face courses poses some challenges. First, students are not used to such blended learning approaches and it is generally difficult for teachers to motivate them to access online resources for the preparation of face-to-face sessions. Second, students are not used to the dynamics of blended learning scenarios, which are less teacher-centered and require their active participation. We propose the use of the mobile application MyMOOCSpace (MMS) to meet these challenges and increase students' motivation and use of learning resources in blended learning courses that use SPOCs as a complement. MMS is a mobile learning application based on gamification mechanisms to promote collaboration and motivation of students in the use of digital resources as a complement to blended learning courses. In this paper, we present the results of a quasi-experiment in a blended course with 294 students that uses a SPOC as a complement, with the aim to assess the effect of MMS on students' motivation and learning resources consumption. In particular, the behavior of two groups of students with the main digital resources of the SPOC (videos and formative assessments) was analyzed: one using the MMS (GTest group), and the other not using MMS (GTrad group). The results suggest that the use of MMS had a positive correlation with the videos consumption, besides increasing student' interaction with assessment exercises in the SPOC.
RESUMEN: En la actualidad, los cursos en línea han masificado y modificado la forma en que se enseña. Tanto los MOOC como los SPOC presentan soluciones sólidas para enseñar, e incluso poseen herramientas para fomentar la colaboración. A pesar de esto, las herramientas que poseen no fomentan colaboración efectiva y tampoco tienen una forma de medirla. Por otro lado, en anatomía han surgido múltiples aplicaciones debido a las dificultades de acceso a material cadavérico, sin embargo, éstas carecen de colaboración y no entregan información enriquecida del comportamiento y aprendizaje de los estudiantes. Dado esto, presentamos una plataforma móvil basada en la nube, como estrategia de herramienta educacional, que busca fomentar la colaboración en la enseñanza para estudiantes de anatomía y entregar datos que permiten analizar y mejorar la experiencia de aprendizaje. Esta solución se desarrolló usando como eje central las metodologías ágiles de desarrollo. Para el experimento, 29 voluntarios formaron parte del grupo experimental y otros 99 del grupo de control. Se realizaron 2 pruebas para medir sus conocimientos en áreas específicas de la anatomía. Se obtuvo aumentos de 0,59 % y 2,98 % en el puntaje de las pruebas, además, hubo una disminución en la desviación estándar de 11,434 a 5,216 en la primera prueba, y de 6,623 a 3,514 en la segunda prueba, mostrando mejora en ambos casos para el grupo experimental. Los resultados obtenidos muestran un potencial de mejorar la experiencia de aprendizaje al usar este tipo de herramientas educativas.
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