How Gamification Leads to Continued Usage of MOOCs? A Theoretical Perspective

Journal article


Authors/Editors


Strategic Research Themes


Publication Details

Author listRohan R., Pal D., Funilkul S., Chutimaskul W., Eamsinvattana W.

PublisherInstitute of Electrical and Electronics Engineers

Publication year2021

JournalIEEE Access (2169-3536)

Volume number9

Start page108144

End page108161

Number of pages18

ISSN2169-3536

eISSN2169-3536

URLhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85112620982&doi=10.1109%2fACCESS.2021.3102293&partnerID=40&md5=90d935a8fa1887f24e765765ebc79392

LanguagesEnglish-Great Britain (EN-GB)


View in Web of Science | View on publisher site | View citing articles in Web of Science


Abstract

The high dropout rate, lack of learners' motivation, and MOOC users' diversity are significant issues in MOOCs. In this sense, gamification is used to investigate if it can help to increase MOOC learners' motivation and engagement, leading to a continued usage scenario. Further, this article aims to propose a theoretical model to identify the factors affecting MOOC learners' continuance and empirically measure these factors. The model is based on the Expectation Confirmation Model (ECM) with additional constructs of motivation and gamification. Data is collected from 206 university students using an online survey. Structural Equation Modeling (SEM) is used for data analysis. The results show that motivation, satisfaction, and perceived usefulness influence continuous intention, with satisfaction being the most significant predictor ( $\beta =0.373$ , p < 0.000). Motivation, confirmation, and perceived usefulness have a significant positive effect on satisfaction. Among the three gamification categories, achievement has the highest impact on motivation ( $\beta =0.208$ , p < 0.001), followed by the social category ( $\beta =0.143$ , p < 0.032). The effect of the immersion category is found to be non-significant. Based on the results, appropriate theoretical and practical implications are discussed. © 2013 IEEE.


Keywords

continuance intentionGamificationgaming elementsMOOC


Last updated on 2023-26-09 at 07:37