MOOC 5.0: A Roadmap to the Future of Learning
Abstract
:1. Introduction
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- The fundamental ideas and importance of digitization in the education industry are covered.
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- The implementation of new technologies in MOOCs are examined, including IoT, Cloud Computing, Big Data, Artificial Intelligence/Machine Learning, Blockchain Technology, Digital Twin, Gamification Technologies, and the Metaverse.
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- A recommendation for further research is made after reviewing past studies that integrate Industry 4.0 technologies in MOOCs.
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- Additionally, MOOC 5.0 is proposed, which uses Industry 4.0 technologies and has features of improved universal access, higher learner engagement, adaptive learning, increased collaboration, security, and curiosity.
2. Materials and Methods
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- Non-peer-reviewed research publications were not scrutinized, as the significance of the research material is minimal.
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- Additionally, postgraduate and graduation theses and dissertations were also not considered.
3. Overview of Industry 5.0 and Education 5.0
4. Technology Intervention in MOOCs
4.1. IoT in MOOCs
4.2. Cloud Computing in MOOCs
4.3. Big Data in MOOCs
4.4. Artificial Intelligence/Machine Learning in MOOCs
4.5. Blockchain Technology in MOOC
4.6. Digital Twin in MOOCs
4.7. Gamification Technologies in MOOCs
4.8. Metaverse in MOOCs
5. MOOC 5.0
6. Discussions and Recommendations
- MOOC with better universal access: Learners, especially those in rural areas or who would typically have limited access to formal education, will soon have a better experience with MOOCs 5.0 as a result of the widespread availability of mobile devices, next-generation networks such as 5G, better Cloud Computing services [36,37,38], and IoT devices [33]. A boost for MOOCs 5.0 will come from the development of a mobile learning platform that prioritizes providing a reliable, inexpensive, WiFi-detection device and user-friendly mobile applications, which work even in rural areas [31].
- MOOC with better learner engagement: The creation of affordable intelligent edge computing-enabled IoT devices will use the learner system’s camera, clicks, and biosensor data to estimate the learning levels and evaluate their academic progress [29]. The tool would save the data on the learners’ computer, cutting down on bandwidth usage and accelerating response time. A better Cloud Computing service [36,37,38] with an IoT device with an intelligent edge computing capability continuously monitors the student’s metrics, can enter alert mode or alarm mode based on conditions, and would provide feedback on the learners’ engagement to both the learner and the instructor.
- MOOC with adaptive learning: The most prominent problem of MOOCs all over the world is the dropout problem. As discussed in this paper, AI/ML and Big-Data-based systems for assessing learner development and its impact on learning progress are already in place [44,56,57,58,59]. The research on design and development has to be expanded by the scholars by using in-built learning analytics capabilities with AI/ML and Big Data [47] on a MOOCs 5.0 platform, which would process data about the learning activities of learners, measure the effectiveness of teaching methods and students’ engagement to identify at-risk students. The system can predict and alert the learners and course coordinators about potential dropouts. As a consequence, the option of adaptive learning will be made available, which modifies the pace and substance of learning to suit the needs of each learner.
- MOOC with security: MOOCs 5.0 will offer credentials of the learners through Electronic Learning Records (ELRs) through Blockchain technology [75], which might then be shared in a secure format with potential employers too. Other research areas of Blockchain could be better MOOC communication platforms, and encode open badges for MOOCs to motivate learners [77].
- MOOC with curiosity: Cloud Computing [36,37,38], Big Data [42,43,44,45,46,47,48,49,50,51,52,53], AI/ML [56,57,58,59], the Metaverse [99], and integrated Gamification [88,89,90,91,92,93,94,95], with features such as points, badges, rewards, and leader boards to encourage learners to be more engaged, would provide a platform that will create interest in the subject matter for the learners in MOOCs 5.0. In the future, researchers will need to expand their research into 3D interface design and educational video games.
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Reference | Aim of the Study | Results |
---|---|---|
[29] | AI-enabled IoT in higher education that takes into account ambient data and implanted biosensor data | A framework that supports learners’ academic progress through the use of wearable technology to gather data and biofeedback techniques |
[30] | Utilizing IoT within an e-learning environment | An applications framework using IoT for e-learning |
[31] | Design and implement a mobile learning system for underprivileged rural learners | Development of a prototype |
[32] | Incorporate an IoT-based teaching model into lab projects for STEM core courses | Lab development kit using IoT |
[33] | Using IoT data in higher education. | personalized instruction for students through IoT data collection |
Reference | Aim of the Study | Results |
---|---|---|
[34] | Analyze Cloud Computing | Discusses the idea, background, benefits, and drawbacks of Cloud Computing |
[35] | Analyze Cloud Computing for critical services | Important data can be processed and stored on the cloud |
[36] | Education-related uses of Cloud Computing | Discusses successful examples of this paradigm in the education field |
[37] | Exploring MOOC as the success of Cloud Computing in education | MOOC providers employ cloud services and resources to promote quality teaching and learning internationally |
[38] | Analyze Cloud Computing trends | Cloud Computing will be crucial to IT in the upcoming years |
Reference | Aim of the Study | Results |
---|---|---|
[42] | To investigate a variety of MOOC categories using Big Data | Educational data mining and learning analytics will allow more egalitarian and flexible learning |
[44] | Dropout forecasting in MOOCs | Gradient Boosting Decision Tree model achieves 88% accuracy in dropout prediction |
[45] | Anticipate students’ future grades using flipped classrooms based on MOOCs. | The projection resulted in a considerable improvement in student test scores |
[47] | Trends in Learning Analytics | A larger variety of learning-related characteristics |
[50] | Automatic text recognition in MOOC videos | Assessment of ICDAR Benchmark datasets for video text results in high recall |
Reference | Aim of the Study | Results |
---|---|---|
[58] | MOOC dropout prediction | The prediction accuracy of the deep learning model is significantly higher than the model’s accuracy using conventional Machine Learning |
[60] | MOOC learning pattern visualizations based on clickstream data | Course instructors can benefit from the results |
[63] | Examines the factors that might influence MOOC learner satisfaction | Factor analysis using sentiment analysis and supervised Machine Learning |
[66] | To sort and categorize MOOC learners | Model based on filters methods |
[70] | Measure learner engagement through webcam | On learner engagement, CNN models were 95% accurate. |
Reference | Aim of the Study | Results |
---|---|---|
[73] | Improve perception of Blockchain applications | The level of student collaboration increases with increased motivation, which is mostly driven by new technology and instructional techniques |
[74] | Integrated Blockchain ecosystem for the development of sustainable MOOC education | Evaluation of the development scenarios |
[75] | Blockchain-based solution for the safe storing and distribution of Electronic Learning Records in MOOC learning systems | The suggested system outperforms existing similar efforts and provides a genuine level of security guarantee |
[76] | Analyze Blockchain system for learning | Explores tools and trends |
[77] | Blockchain to encode open badges for MOOCs | Blockchain has the potential to be the fifth revolutionary computing paradigm |
Reference | Aim of the Study | Results |
---|---|---|
[78] | Analysis of concerns in a Digital Twin | Challenging to combine Artificial Intelligence (AI) techniques |
[79] | Analysis of features of Digital Twin technology | The potential use of holographic classrooms is presented |
[80] | Online open courses are created using Digital Twin technology | The usefulness of Digital Twin technology in education |
[81] | The idea of a Digital Twin Campus (DTC) for education | Significant integration of the teaching methods between the physical campus and the virtual campus to some extent |
[82] | Use of Ontology | Utilizing the created ontology enhanced the MOOC platform |
Reference | Aim of the Study | Results |
---|---|---|
[88] | Gamification in education | Concept acquisition and awareness were considerably enhanced |
[90] | Access the impact of Gamification in MOOCs | Gamification in MOOCs leads to the overall rise in MOOC engagement and retention rates |
[92] | Examines how the use of Gamification techniques in MOOCs impacts the level of engagement among participants | The gamified platform provides a considerably greater percentage of activity completion |
[94] | Provides a cooperative MOOC Gamification model | Boosts the interest of learners in MOOCs |
[95] | The intention of raising participants’ engagement and goal-accomplishment through Gamification | Determine the best game components and demonstrate Gamification design in MOOCs |
Reference | Aim of the Study | Results |
---|---|---|
[98] | MR, VR, and AR roles in the Metaverse | VR, AR, and MR technologies will be crucial to the development of the Metaverse |
[99] | Personalization of MOOCs | Creation of an internal avatar model utilizing interfaces for VR and AR |
[100] | Creation, implementation, and usage of a Metaverse as a teaching aid for learners | Learners confirmed its applicability and efficacy both within and outside of the classroom. |
[101] | Propose Gemiverse a learning environment based on Blockchain and Metaverse | Gemiverse is recommended to go through three stages of the development process |
[102] | To highlight the limitations, focuses, and trends in Metaverse research | Research gap in the educational Metaverse |
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Ahmad, I.; Sharma, S.; Singh, R.; Gehlot, A.; Priyadarshi, N.; Twala, B. MOOC 5.0: A Roadmap to the Future of Learning. Sustainability 2022, 14, 11199. https://doi.org/10.3390/su141811199
Ahmad I, Sharma S, Singh R, Gehlot A, Priyadarshi N, Twala B. MOOC 5.0: A Roadmap to the Future of Learning. Sustainability. 2022; 14(18):11199. https://doi.org/10.3390/su141811199
Chicago/Turabian StyleAhmad, Ishteyaaq, Sonal Sharma, Rajesh Singh, Anita Gehlot, Neeraj Priyadarshi, and Bhekisipho Twala. 2022. "MOOC 5.0: A Roadmap to the Future of Learning" Sustainability 14, no. 18: 11199. https://doi.org/10.3390/su141811199
APA StyleAhmad, I., Sharma, S., Singh, R., Gehlot, A., Priyadarshi, N., & Twala, B. (2022). MOOC 5.0: A Roadmap to the Future of Learning. Sustainability, 14(18), 11199. https://doi.org/10.3390/su141811199