IS Atlas
isr·2022년 3월 31일

Could Gamification Designs Enhance Online Learning Through Personalization? Lessons from a Field Experiment

Alvin Chung Man Leung, Radhika Santhanam, Ron Chi-Wai Kwok, Wei Thoo Yue

Information Systems Research

61
피인용
12.0
FWCI
8
IS/마케팅/OM 탑저널 피인용
99
IS/마케팅/OM 탑저널 참고문헌
01Abstract

Online learning is of growing importance to institutions and learners, and the COVID-19 pandemic has underscored its importance even more. Because learner autonomy is relatively high in these online environments, they must engage in self-regulated learning processes to achieve successful learning outcomes, but studies show that most learners are not able to do so. Hence, in this longitudinal field experiment, using a massively open online course (MOOCs), a type of online learning environment, we investigate whether gamified interventions through the learning platform can foster learners to engage in self-regulated learning processes and improve their learning outcomes. We find that gamification interventions are indeed useful, but for these gamification interventions to succeed, they must be designed to provide personalized feedback to learners that match with their learning goal-orientation. Overall, our findings point to the fact that gamification designs in online learning platforms can enhance learners’ engagement and learning outcomes, but they must be personalized. A one-size-fits-all approach to gamification design in online learning just does not work and may even backfire to reduce the engagement of some learners.

02연구 흐름

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03비슷한 논문

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04이후 연구

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05선행 연구

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06서지 정보