E-learning has been used to help students in learning. But nowadays the problem in e-learning is the student's motivation and engagement. A study about engagement in elearning said, students who rarely use e-learning get worse score than their friends who often use e-learning. A lot of methods have been used to motivate and improve student's engagement in using e-learning. One of the methods is by using social engagement in Web 2.0 technology, where students can be interactive with each other and participate in making lecture material. This function implemented in e-learning is called elearning 2.0. The other method is by implementing game mechanism and elements in non-game applications like elearning, called gamification. This paper explores related works on e-learning 2.0, gamification model, and then making a conceptual framework design, based on social engagement in Web 2.0 technology and gamification using Design Science Research Model as methodology. Using this framework design can be a guideline to people who want to implement gamification and Web 2.0 technology in e-learning system.
Despite the popularity of the Massive Open Online Courses, small-scale research has been done to understand the factors that influence the teaching-learning process through the massive online platform. Using topic modeling approach, our results show terms with prior knowledge to understand e.g.: Chuck as the instructor name. So, we proposed the topic modeling approach on helpful subjective reviews. The results show five influential factors: “learn easy excellent class program”, “python learn class easy lot”, “Program learn easy python time game”, and “learn class python time game”. Also, research results showed that the proposed method improved the perplexity score on the LDA model.
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