A STUDY OF BUSINESS STUDENTS’ MOTIVATION TO LEARN IN GAMIFIED MOOC COURSES

Research output: Chapters, Conference Papers, Creative and Literary Works (RGC: 12, 32, 41, 45)32_Refereed conference paper (with ISBN/ISSN)Not applicablepeer-review

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Author(s)

Detail(s)

Original languageEnglish
Title of host publicationProceedings of 108th ISERD International Conference
Pages16-21
Publication statusPublished - Mar 2018

Conference

Title108th ISERD International Conference
Location
PlaceFrance
CityParis
Period13 - 14 March 2018

Abstract

There is an increasing number of studies in the new trends in Education, for example, Massive Open Online Courses (MOOCs) and the use of gamification in e-learning. This study seeks to investigate how gamified MOOC courses stimulate business students’ learning motivation. A research frame work is developed consisting of five factors, which were grouped into two categories, namely learning process (individual engagement, cooperation and competition) and learning outcome (enjoyment and achievement). Findings show that enjoyment (learning outcome) plays a significant role and adding more “cooperation” elements during the learning process in the gamified online learning platform can help increasing students’ learning motivation. Gamification can be applied as a teaching strategy in all educational institutions so that educators can turn their classes into gamified MOOC courses for stimulating students’ interests and motivation to learn.

Research Area(s)

  • Gamification, MOOCs, Motivation to learn

Citation Format(s)

A STUDY OF BUSINESS STUDENTS’ MOTIVATION TO LEARN IN GAMIFIED MOOC COURSES. / CHEUNG, Terence Chun-Ho; KWOK, Ron Chi-Wai; TING, Winnie Tsz-Yan.

Proceedings of 108th ISERD International Conference. 2018. p. 16-21.

Research output: Chapters, Conference Papers, Creative and Literary Works (RGC: 12, 32, 41, 45)32_Refereed conference paper (with ISBN/ISSN)Not applicablepeer-review