Application of Game Theory in the design, delivery and assessment in MOOCs

This Lifelong education on Steroids provides an excellent and insightful overview about MOOCs.  What I would add is that MOOCs could be one the game changers in Higher Education, not just online education.  Why?  Higher Education has been a game in business, where each of the game players are playing a fair, though competitive game in a global arena for decades.  

The strategic alliance and partnership is one of the macro approaches in game playing where institutions are working with various other education providers or services in order to enhance the overall education and learning experiences of the learners, or consumers and customers.

How would Game Theory help in the design, delivery and assessment in MOOCs?

There are two main approaches that we could consider – a macro and a micro approach.

Macro approach:

First, to design MOOCs based on Game Theory, on a macro scale. What this involves is to compare and contrast the various design of x and c MOOCs, based on a set of principles where networked learning and mastery learning is leveraged, especially when an institutional education model is based.  This could be demonstrated and applied by taking into consideration the payoff and expected return with each probability (i.e. un-bundling of each of the present services of typical MOOCs services as described here) and re-bundling them with values and benefits for each cohort of learners and educators.

Second, to deliver MOOCs based on Game Theory principles which include those elaborated in this Understanding the MOOC Trend.

Third, to assess MOOCs based on a combination of automation and human intervention, where learning analytics and big data are used to provide feedback to both educators and learners on a continuous basis.  This paper on assessment on MOOCs provides an insightful approach to incorporate

Micro approach

This involves strategically designing MOOCs based more on the games with various multimedia and interactive game story, where assessment and learning are built in to engage both professors and learners to co-explore and learn through the education process.  Games could also be used for assessing learners in a personal and adaptive way, though this would involve a total different design from the instructivist approach.  This includes peer-teaching and learning as proposed by Eric Mazur and other educators.  Indeed peer teaching and learning is one of the pedagogy adopted in a connectivist approaches towards learning.

It should be noted that the majority of peer-tutoring programs for students are intended to complement, not substitute for, regular classroom instruction. Tutoring should never be a substitute for professional teaching. An ideal learning atmosphere is as a rich blend of peer and adult instructional strategies.

Cited From: http://www.opencolleges.edu.au/informed/features/peer-teaching/#ixzz2cTBZTEiL

In summary, game theory could be used in the design, delivery and assessment in MOOCs, with an overall improvement in the learning and education experiences of learners.

Measurement of effectiveness of cMOOCs

Here is my response to Christina’s post on difficulties researching cmoocs.

How to measure the effectiveness of a cMOOC?

There are 4 semantic conditions of networks that Stephen Downes has proposed. As Stephen has commented, those properties – openness, diversity, autonomy and connectedness & interactivity is not perfect in cMOOCs. Besides Connectivism as applied in cMOOCs could likely best be based on an informal learning, rather than a traditional institutional model.

I have reiterated that the constraints typically imposed with an institutional model would be huge challenge for administrators and educators to adapt, as is witnessed even in xMOOCs, where a totally new approach (such as flipping the class or flipped learning) as perceived by professors would be at odds with the mass lecture approach typical in mass-education, with a broadcasting model. How to overcome those challenges, and ensure learning is more effective, when cMOOCs are embedded in an institutional model?

Here is my response  that I perceive as a way to measure the effectiveness of cMOOCs – in its

1. awareness of Networked Learning and Connectivism as an “informal learning paradigm”,

2. an adoption and leveraging of the 4 properties- openness, diversity, autonomy and connectedness & interactivity when networking,

3. an achievement of personal goals with immersion in the network and community (and community of practice) on personal basis,

4. adoption of Personal Learning Environment and Network PLE/PLN in pursuit of life-long learning, and

5. a shift of frame of reference and paradigm from knowledge transmission to knowledge sharing and creation model under a knowledge ecology.

John Mak

Another post on MOOCs

Interesting to read another post on MOOCs.

Great, having short video lectures, quizzes, meet-ups, assignment, tests and examinations.

What would you add or change when it comes to truly innovative education?

If you were the professors of the course, what changes would you like to make in these structure?

I have been thinking many other ways of reaching the interested audience and students, NOT by video, NOT by quizzes, NOT by tests.  By what? If you were the expert with MOOCs that work, please tell us and share!

Think about how your students are most attracted or interested in networks, in communities and in classes.  Ask why they are excited, interested.  Think about yourself as a student.  How and what would you be interested, and why?

As shared in many posts and experts, don’t tell, tell, tell, but ask, ask, ask, as students nowadays are attracted to the course, not because of the course content only, but because of the values and skills that they could get out of their experiences.

Postscript: This post provides some useful ideas.