Motivation in Gamified Social Media Learning: A Psychological Need Perspective

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作者
Ofosu-Ampong, Kingsley [1 ]
Boateng, Richard [1 ]
Kolog, Emmanuel A. [1 ]
Anning-Dorson, Thomas [2 ]
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[1] University of Ghana Business School, Department of Operations and Management Information Systems, Legon,Accra, Ghana
[2] University of the Witwatersrand, Johannesburg, South Africa
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With a high attrition rate among students in online learning, educators and researchers have introduced gamified social media learning platforms which allow students to share their experiences, co-create knowledge, and collaboratively learn about computing principles. However, only a few studies have examined learners’ motivations, antecedents, and consequences on a gamified social learning platform. This study draws on the self-determination theory to test a proposed model for gamification users in computing education. Participants were undergraduate students who completed an online survey during the semester on a course design project. This course aims to prepare students to undertake a significant piece of individual work on a design project and appreciate the appropriate techniques in managing information technology projects. Interestingly, the study found a non-significant relationship between game rewards and how they improve competence. The results expand our understanding of pedagogical strategies and innovation open to education institutions © 2021, Journal of Information Systems Education. All Rights Reserved.
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页码:199 / 212
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