Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context

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 exper...

وصف كامل

محفوظ في:
التفاصيل البيبلوغرافية
المؤلفون الرئيسيون: Tan, Wei Kian, Sunar, Mohd. Shahrizal, Goh, Eg Su
التنسيق: Conference or Workshop Item
منشور في: 2022
الموضوعات:
الوصول للمادة أونلاين:http://eprints.utm.my/id/eprint/99394/
http://dx.doi.org/10.1007/978-3-030-99188-3_12
الوسوم: إضافة وسم
لا توجد وسوم, كن أول من يضع وسما على هذه التسجيلة!
id my.utm.99394
record_format eprints
spelling my.utm.993942023-02-23T04:33:05Z http://eprints.utm.my/id/eprint/99394/ Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context Tan, Wei Kian Sunar, Mohd. Shahrizal Goh, Eg Su QA75 Electronic computers. Computer science 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. 2022 Conference or Workshop Item PeerReviewed Tan, Wei Kian and Sunar, Mohd. Shahrizal and Goh, Eg Su (2022) Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context. In: 13th EAI International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021, 3 December 2021 - 4 December 2021, Virtual, Online. http://dx.doi.org/10.1007/978-3-030-99188-3_12
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
topic QA75 Electronic computers. Computer science
spellingShingle QA75 Electronic computers. Computer science
Tan, Wei Kian
Sunar, Mohd. Shahrizal
Goh, Eg Su
Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context
description 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.
format Conference or Workshop Item
author Tan, Wei Kian
Sunar, Mohd. Shahrizal
Goh, Eg Su
author_facet Tan, Wei Kian
Sunar, Mohd. Shahrizal
Goh, Eg Su
author_sort Tan, Wei Kian
title Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context
title_short Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context
title_full Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context
title_fullStr Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context
title_full_unstemmed Review of gamified MOOC’s impact toward learner’s motivation in learning effectiveness context
title_sort review of gamified mooc’s impact toward learner’s motivation in learning effectiveness context
publishDate 2022
url http://eprints.utm.my/id/eprint/99394/
http://dx.doi.org/10.1007/978-3-030-99188-3_12
_version_ 1758950355639468032
score 13.252575