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

被引:0
作者
Tan, Wei Kian [1 ]
Sunar, Mohd Shahrizal [2 ,3 ]
Goh, Eg Su [2 ,3 ]
机构
[1] Raffles Univ, Johor Baharu 80000, Johor, Malaysia
[2] Univ Teknol Malaysia, Media & Game Innovat Ctr Excellence, Inst Human Ctr Engn, Johor Baharu 81310, Malaysia
[3] Univ Teknol Malaysia, Fac Engn, Sch Comp, Johor Baharu 81310, Johor, Malaysia
来源
INTELLIGENT TECHNOLOGIES FOR INTERACTIVE ENTERTAINMENT, INTETAIN 2021 | 2022年 / 429卷
关键词
MOOC; Competitive gamification design; Collaborative gamification design; Motivation factor; Learning effectiveness; INTRINSIC MOTIVATION; FLOW EXPERIENCE; SELF-EFFICACY; GAME; GAMIFICATION; BEHAVIOR; EDUCATION; DESIGN; CONNECTIVIST; CMOOC;
D O I
10.1007/978-3-030-99188-3_12
中图分类号
J [艺术];
学科分类号
13 ; 1301 ;
摘要
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 ofMOOC users and enhance their learning effect.
引用
收藏
页码:189 / 207
页数:19
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