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Intelligent Technologies for Interactive Entertainment. 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings

Research Article

Review of Gamified MOOC’s Impact Toward Learner’s Motivation in Learning Effectiveness Context

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  • @INPROCEEDINGS{10.1007/978-3-030-99188-3_12,
        author={Wei Kian Tan and Mohd Shahrizal Sunar and Eg Su Goh},
        title={Review of Gamified MOOC’s Impact Toward Learner’s Motivation in Learning Effectiveness Context},
        proceedings={Intelligent Technologies for Interactive Entertainment. 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings},
        proceedings_a={INTETAIN},
        year={2022},
        month={3},
        keywords={MOOC Competitive gamification design Collaborative gamification design Motivation factor Learning effectiveness},
        doi={10.1007/978-3-030-99188-3_12}
    }
    
  • Wei Kian Tan
    Mohd Shahrizal Sunar
    Eg Su Goh
    Year: 2022
    Review of Gamified MOOC’s Impact Toward Learner’s Motivation in Learning Effectiveness Context
    INTETAIN
    Springer
    DOI: 10.1007/978-3-030-99188-3_12
Wei Kian Tan1, Mohd Shahrizal Sunar2,*, Eg Su Goh2
  • 1: Raffles University, 80000
  • 2: Media and Game Innovation Centre of Excellence, Institute of Human Centered Engineering, Universiti Teknologi Malaysia
*Contact email: shahrizal@utm.my

Abstract

Massive Open Online Courses (MOOC) have become a strong support for building a ubiquitous learning environment typically during Covid19 pandemic. Although more and more Internet users are willing to try MOOC, the problems corresponding to users’ free and autonomous learning are a poor learning experience, low long-term attractiveness to users, and low completion rate of courses. The fundamental reason is that online learning behaviour cannot be well motivated and maintained. A key design concept related to the MOOC is gamification design - the application of game design elements to non-gamification scenarios. Some MOOC has integrated different gamification method to attract users. However, the academic community’s attitude towards gamification still inconsistent, and even some studies believe that the level of user motivation in the gamified design condition will decrease. From the perspective of user information behaviour, this paper follows the logical route of “motivation-behaviour” and analyse the perceptual challenge and perceptual attention, learning results and cognitive user participation. From the MOOC context, this paper discusses the technical application factors that affect user behaviour and enriches the research direction in the field of information behaviour. Lastly, this study puts forward some development suggestions to MOOC operators to comprehensively improve the perception challenge and attention of MOOC users and enhance their learning effect.

Keywords
MOOC Competitive gamification design Collaborative gamification design Motivation factor Learning effectiveness
Published
2022-03-25
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-99188-3_12
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