Article

Gamification: A Key Determinant of Massive Open Online Course (MOOC) Success

Authors:
  • NOVA Information Management School (NOVA IMS)
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Abstract

Massive open online courses (MOOCs), contribute significantly to individual empowerment because they can help people learn about a wide range of topics. To realize the full potential of MOOCs, we need to understand their factors of success, here defined as the use, user satisfaction, along the individual and organizational performance resulting from the user involvement. We propose a theoretical framework to identify the determinants of successful MOOCs, and empirically measure these factors in a real MOOC context. We put forward the role of gamification and suggest that, together with information system (IS) theory, gamification proved to play a crucial role in the success of MOOCs.

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... Additionally, completeness and understandability are also important dimensions of information quality. 62 We discuss these information quality dimensions in a gamified program context as follows. ...
... (vi) Understandability refers to how much the reader can comprehend the presented information. 62 When the receivers cannot comprehend the information provided, they are less likely to use it. 66 For instance, if the information is too technical, abstract, or presented in a passive voice, the users may not understand it well. ...
... We used a 7-point Likert scale ("1 = Strongly disagree and 7 = Strongly agree") in administering the survey. To measure intrinsic game dynamics, we deployed a 6-item scale from Hollebeek et al. 14 and Eisingerich et al. 6 ; for measuring extrinsic game dynamics, we used a 4-item scale from Suh et al. 39 and Hollebeek et al. 14 To measure simplicity, we used a 6-item scale taken from Fogg 37 ; while for measuring information quality, we used a 6-item scale adapted from Miller, 63 Laudon and Laudon 64 and Aparicio et al. 62 To measure intrinsic and extrinsic motivation, we used 3-item scales each taken from Ryan and Deci. 41 Further, we developed scale items from Torkzadeh et al. 73 for measuring both ability and role clarity. ...
... Merry, Bettinger, and Lee (Aparicio et al., 2019). With this information in mind, our focus was to evaluate the effectiveness of two online courses through students' reflection or self-assessment of their own knowledge and confidence gains and to further receive feedback regarding potential system improvements. ...
... It has been noted that gamification can improve the experience of online education users (Aparicio et al., 2019;Raharjo et al., 2021). Survey participants were asked whether gamification would have improved the courses they accessed in the OLAF educational tool. ...
... Perhaps gamification could help improve participant completion rates and overall course grades and serve as a motivating factor for engaging in an online course (Sailer et al., 2017). Gamification can Merry, Bettinger, and Lee include avatars, leaderboards, in-group competitions, and general feedback, including badges and points (Aparicio et al., 2019). Since completion of the surveys in the fall of 2021, a few areas of gamification have been added to the OLAF educational tool. ...
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Online learning has become an important advance in education in the last decade. We developed an online learning system related to land and tree measurements. University students were given pre- and post-exposure surveys for two courses offered within the online system. Surveys were designed to assess whether the knowledge level and confidence of students increased through interaction with the online system. A final assessment was conducted to understand user experiences with the online technology. Statistically significant increases in knowledge and confidence concerning land measurement concepts and tree measurement topics were evident among survey participants. Survey participants agreed that the course functioned properly, that graphics and images within the courses were useful, and that using the system prior to in-person instruction helped students better understand concepts.
... Learning platforms commonly employ badges, leaderboards, progress bars, experiences, and level challenges (Khalil et al., 2018;Poondej & Lerdpornkulrat, 2020). These elements aim to enhance user experience and boost engagement toward specific goals in learning environments, thus encouraging learners to actively participate in course activities (Aparicio et al., 2019). According to Kyewski and Krämer (2018), motivation is a pivotal factor in learning, and gamified elements, such as badge rewards, prove effective in heightening learners' motivation. ...
... Commonly used gamification elements in learning platforms include badges, leaderboards, progress bars, experience points, and level challenges (Popp & Schuhbauer, 2023;Al-Hafdi & Alhalafawy, 2024). These elements are incorporated into learning environments to create a better user experience and increase engagement to achieve a specific goal to influence learners to take an active role in course activities (Aparicio et al., 2019). Badges are forms of reward that take the form of digital images indicating that the learner has achieved some predetermined goal (Popp & Schuhbauer, 2023;Moskal et al., 2015). ...
... Recent systematic literature reviews agree on the potential of gamification in MOOCs in increasing user participation, such as in getting more tasks done, and improving forum participation, motivation, and achieving learning outcomes (Jarnac et al. da Silva;Saputro & Salam, 2024;Al-Hafdi & Alhalafawy, 2024). Several studies have also shown that a gamified context in MOOCs leads to a higher level of participation and enjoyment and is an overall significant contributing factor to the overall success of a MOOC (Aparicio et al., 2019;Cheng, 2021;Ortega-Arranz et al., 2019;Vaibhav & Gupta, 2014). Furthermore, comparative studies between non-gamified and gamified learning environments have found that with the latter, there is a decrease in learner dropouts and greater 'visible' presence from the learners; if gamified, the learning platform even manages to encourage learners to perform optional tasks (Cheng, 2021;Ortega-Arranz et al., 2019;Vaibhav & Gupta, 2014). ...
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The University of the Philippines Open University has been at the forefront of providing Massive Open Online Courses to address knowledge and skill gaps, aiming to make education accessible and contributing to societal goals. Recognising challenges in student engagement and completion rates within Massive Open Online Courses, the authors conducted a study by incorporating gamification into one of the University of the Philippines Open University's Massive Open Online Courses to assess its impact on these aspects. Gamification involves integrating game elements to motivate and engage users. This study explored the incorporation of Moodle elements such as badges, leaderboards, and progress bars. Using Moodle analytics, the study also tracked student engagement, views, and posts throughout the course, offering valuable insights into the influence of gamification on user behaviour. Furthermore, the study delved into participant feedback gathered through post-evaluation surveys, providing a comprehensive understanding of their experiences with the gamified course design. With a 28.86% completion rate and positive participant reception, the study concluded that gamification can enhance learner motivation, participation, and overall satisfaction. This research contributes to the ongoing discourse on innovative educational methods, positioning gamification as a promising avenue for creating interactive and impactful online learning experiences in the Philippines and beyond.
... Learning platforms commonly employ badges, leaderboards, progress bars, experiences, and level challenges (Khalil et al., 2018;Poondej & Lerdpornkulrat, 2020). These elements aim to enhance user experience and boost engagement toward specific goals in learning environments, thus encouraging learners to actively participate in course activities (Aparicio et al., 2019). According to Kyewski and Krämer (2018), motivation is a pivotal factor in learning, and gamified elements, such as badge rewards, prove effective in heightening learners' motivation. ...
... Commonly used gamification elements in learning platforms include badges, leaderboards, progress bars, experience points, and level challenges (Popp & Schuhbauer, 2023;Al-Hafdi & Alhalafawy, 2024). These elements are incorporated into learning environments to create a better user experience and increase engagement to achieve a specific goal to influence learners to take an active role in course activities (Aparicio et al., 2019). Badges are forms of reward that take the form of digital images indicating that the learner has achieved some predetermined goal (Popp & Schuhbauer, 2023;Moskal et al., 2015). ...
... Recent systematic literature reviews agree on the potential of gamification in MOOCs in increasing user participation, such as in getting more tasks done, and improving forum participation, motivation, and achieving learning outcomes (Jarnac et al. da Silva;Saputro & Salam, 2024;Al-Hafdi & Alhalafawy, 2024). Several studies have also shown that a gamified context in MOOCs leads to a higher level of participation and enjoyment and is an overall significant contributing factor to the overall success of a MOOC (Aparicio et al., 2019;Cheng, 2021;Ortega-Arranz et al., 2019;Vaibhav & Gupta, 2014). Furthermore, comparative studies between non-gamified and gamified learning environments have found that with the latter, there is a decrease in learner dropouts and greater 'visible' presence from the learners; if gamified, the learning platform even manages to encourage learners to perform optional tasks (Cheng, 2021;Ortega-Arranz et al., 2019;Vaibhav & Gupta, 2014). ...
Article
Full-text available
The University of the Philippines Open University has been at the forefront of providing Massive Open OnlineCourses to address knowledge and skill gaps, aiming to make education accessible and contributing to societal goals.Recognising challenges in student engagement and completion rates within Massive Open Online Courses, the authorsconducted a study by incorporating gamification into one of the University of the Philippines Open University'sMassive Open Online Courses to assess its impact on these aspects. Gamification involves integrating game elementsto motivate and engage users. This study explored the incorporation of Moodle elements such as badges, leaderboards,and progress bars. Using Moodle analytics, the study also tracked student engagement, views, and posts throughoutthe course, offering valuable insights into the influence of gamification on user behaviour. Furthermore, the study delvedinto participant feedback gathered through post-evaluation surveys, providing a comprehensive understanding of theirexperiences with the gamified course design. With a 28.86% completion rate and positive participant reception, thestudy concluded that gamification can enhance learner motivation, participation, and overall satisfaction. This researchcontributes to the ongoing discourse on innovative educational methods, positioning gamification as a promising avenuefor creating interactive and impactful online learning experiences in the Philippines and beyond. (PDF) Innovation in Education. Available from: https://www.researchgate.net/publication/383759725_Innovation_in_Education [accessed Sep 08 2024].
... The literature indicates that gamification-based services bring enjoyment to user participation and engagement (Feng et al., 2020). Even in education, the user intent to persist is driven by ENG in education and learning (Oliveira et al., 2022;Aparicio et al., 2019). The ENJ also gives learners the relaxing feeling of conquering challenges with ease and fun, which brings joy. ...
... Thus, in this emerging trend and the techno-oriented world, exponential growth in Gamification is visible in various fields and disciplines (De Paiva Azevedo et al., 2019). The game elements design engages and leverages human attention to transform attitudes toward a specific goal (Aparicio et al., 2019). There has been a sudden increase in gamification usage and adoption implementation to improve human engagement and learning modes in education. ...
... The study proposed the ENJ and SDT relationship where HENG depends on them and explained 72.25 % variance. This study supports the existing research findings in Gamification, where ENJ and SDT were identified as drivers for user engagement (Oliveira et al., 2022;Gupta & Goyal, 2022;Aparicio et al., 2019). Any enjoyable task makes it easy for the user to adapt, opening the engagement. ...
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The new normal has transformed IT company employees' working styles and patterns to accommodate changing business demands. It brings back the attention required for self-health, and the pandemic has demonstrated the importance of Health. The prominence of Gamification and its adaptation is growing in the education and learning industries. This research paper aims to study, analyze, and understand users' intention to use gamified health monitoring tools or applications with emerging health disruptions in the post-pandemic era. The study gathered data from Indian users as the primary source, where the participants' backgrounds were from Information Technology (IT) companies, and the survey gathered 185 responses online from Gen Z women. This study shows a significant association between the gamified engagement approach and user intention to engage. Considering the ongoing business uncertainty and growing work-from-home hours for IT employees, disruption may persist while creating the need for gamified health engagement.
... In general terms, the articles analyzed in this review placed emphasis on gamification projects and presented unclear or generic descriptions of the gamification design. The most commonly applied elements in this kind of projects include the following: goals and objectives, followed by multimedia feedback, and metaphorical or fictional representations; these are commonly applied in digital platforms, applications for customer experience, and training (Ferraz Júnior et al., 2020;Contretas, 2020;Aparicio, 2019;Zamora and Aranda, 2017). Goals and objectives are related to consecutive challenges that participants are able to understand and accomplish immediately. ...
... Finally, metaphorical or fictional representations refer to audiovisual displays of the work process or work environment -for example, simulation of the customer service process (Warmelink et al., 2020). Marketing, and Innovation in Business Models sought to broaden people's understanding of the concept of gamification in order to verify the possibility of applying the elements of gamification so as to improve motivation and engagement of the people involved in a gamified project (Ribeiro et al., 2019;Warmelink et al., 2020;Aparicio et al., 2019;SWACHA, 2015;Morschheuser and Hamari, 2019;Kavaliova et al., 2016;XI and Hamari, 2020;Xu, Buhalis and Weber, 2017;Khofacker et al., 2016;Roth, 2015). Having a clear understanding of these aspects of gamification is essentially important when gamification is transposed to the management context due to the need for voluntary engagement of the employee so as to obtain positive results. ...
... real, virtual, emotional compensation) or even by engaging in an interesting endeavor that arouses the participant's sense of curiosity and interest in exploration. Such resources are being used within exclusively digital enviornments and to stimulate behaviorial patterns, enhance communication and engagement in real actions and attitudes that directly influence people's lives.Other psychological results identified in the studies analyzed in this SLR included the following: engagement, interest, awareness/perception, learning, and happiness(Warmelink et al., 2020;Adornes and Muniz, 2019;Aparicio et al., 2019;Ruiz-Alba, 2019). ...
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Through a comprehensive review of studies reported in the literature on gamification – which is understood as the use of game design elements in non-game contexts, this work sought to present the results obtained from a Systematic Literature Review (SLR) of studies related to the use of gamification in management and business. This study was conducted based on the application of the Systematic Model for Research in Open Access Databases (SMROAD). The model applied involved the conduct of a comprehensive survey of research studies related to the subject matter investigated in a number of journals and the categorization of the data obtained into two aspects: i) general aspects; and ii) dimension of analysis and its categorizations according to the subject matter. For the literature review, we examined 20 journals, and 24 articles were selected out of a total of 4973 articles initially investigated. The results obtained showed that although research on gamification is incipient and is in need of theoretical and empirical deepening in specific contexts, such as in finance, the use of gamification as a management tool can provide us with relevant individual and organizational results.
... DAS play an integral role in modern banking operations by enabling efficient data collection, processing, and dissemination (Le et al., 2024;Agbodjo et al., 2021;Al-Hattami, 2021). These systems is less frequently explored in banking contexts, where financial outcomes are primary indicators of success (Floropoulos et al., 2010;Aparicio et al., 2019). ...
... This suggests that while SyQ enhances usage, it may not be a primary determinant of PU. Similar findings in prior literature (Floropoulos et al., 2010;Aparicio et al., 2019) suggest that other factors, such as IQ or user satisfaction, could be more critical drivers of PU. ...
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The digital revolution has reshaped financial management, with digital accounting systems (DAS) emerging as game-changers for enhancing organizational performance. This study examines the transformative impact of DAS on key financial performance indicators—cash flow (CF), profitability (P), and return on investment (ROI)—within the banking sector, with a focus on Yemeni banks. Using a quantitative research approach, the study analyzes how system quality, information quality, service quality, perceived usefulness, and DAS usage influence financial outcomes. The findings reveal a strong positive correlation between the adoption of DAS and improvements in CF, P, and ROI, underscoring the role of digital tools in enhancing operational efficiency, accuracy, and strategic decision-making. This research provides financial practitioners, policymakers, and system developers with valuable insights by offering evidence-based strategies to optimize performance and design sector-specific digital solutions that support more effective financial management in an increasingly digitalized environment.
... This platform allows students to access various learning materials flexibly, anytime and anywhere. By integrating MOOCs into learning, students can learn independently with structured guidance and interact with other students through discussion forums provided by the platform (Aparicio et al., 2019). The advantage of MOOCs is their ability to present material in a more interactive way, such as through videos, quizzes, and gamification-based learning, which can help students understand the material more deeply and structured (Rahim, 2024). ...
... Thus the findings from this analysis confirm that a MOOC-based approach, especially when supported by video content and interactive quizzes, can effectively improve students' reading comprehension skills in the context of English-language philosophical texts (Aparicio et al., 2019). The significant increase in posttest scores and reduction in the time required to complete the test indicate that MOOCs not only improve understanding of the material but also help students manage their time more efficiently (Du & Qian, 2022). ...
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This study examines the impact of the Frater learning approach through Massive Open Online Courses (MOOCs) in enhancing the reading comprehension skills of philosophy students tackling English-language philosophical texts. By integrating pre-tests, post-tests, and qualitative feedback, the research highlights how MOOCs address challenges in understanding dense and complex philosophical material. The findings reveal a significant 11% improvement in reading comprehension after MOOC participation, emphasizing its effectiveness in breaking down intricate concepts into manageable components. Key elements contributing to this success include segmented video content, which facilitates focused learning, and interactive assessments that reinforce comprehension in real time. This research underscores the potential of the MOOC-based Frater approach as an innovative solution for bridging language and content barriers in the study of philosophy.
... Example: A learning platform using AI may adjust quiz difficulty based on user accuracy, motivation, and engagement, ensuring users remain within their "flow zone"-challenging enough to be engaging without causing frustration. This adaptive approach aligns with the concept of "flow" in gamification, where the challenge level matches the user's skill level (Aparicio et al., 2019). ...
... These mathematical models provide a foundation for implementing AI-driven gamification systems that adapt to individual user needs and behaviors (Zichermann & Cunningham, 2011;Aparicio et al., 2019). By leveraging these models, developers can create more engaging and effective gamified experiences that maintain user interest over time (Seaborn & Fels, 2015;Sailer et al., 2017). ...
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Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and performance levels. By integrating AI with gamification, systems can dynamically adjust game mechanics, deliver personalized feedback, and predict user behavior, significantly enhancing the effectiveness of gamification efforts. This paper examines the intersection of gamification and AI, exploring AI's methods to optimize gamified experiences and proposing mathematical models for adaptive and predictive gamification.
... The matter of using massive open online courses in the educational process has been developed in the writings of a team of researchers from Sun Yat-sen University (Guangzhou, China) [14], as well as a number of scientists from Australia [15], Malaysia and Saudi Arabia [16]. The use of game approaches in the educational process, in particular, was examined by researchers from Portugal [17], Brazil and South Korea [18]. ...
... The advantages of such a modern supplementation to the learning environment are accessibility and openness for an unlimited number of students [16]. MOOCs allow teachers to run courses to a significantly larger audience than during the traditional learning process, and can also provide continuing education [17]. ...
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The purpose of the research is to highlight possibilities and prospects of student’ use of Internet encyclopedias, massive open online courses and interactive platforms. The concept of the digital barrier is comprehensively revealed and the factors that influence it are considered. The article is addressed to teachers and specialists involved in the development of educational online platforms, as well as to all those interested in modern online education trends.
... There are 6,850 MOOC courses offered by more than 700 universities (Shah, 2018). Different studies have shown that MOOCs have become more and more important in learning and have become increasingly popular in higher education (Aparicio, et al., 2019;Pozón-López, et al., 2020;Tzeng, et al., 2022). ...
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... Aparicio et al. (2019) conducted a comprehensive study of gamification elements using partial least squares structural equation modeling (PLS-SEM) with data from 2,196 MOOC participants. Their findings revealed that gamification elements significantly improved engagement (β = 0.45, p < 0.001) and completion rates (β = 0.38, p < 0.001). ...
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This study presents a comprehensive bibliometric analysis of research trends in Massive Open Online Courses (MOOCs) from 2015 to 2024. Using data from the Scilit database, we analyzed 707 peer-reviewed articles to identify patterns in research output, citation networks, and international collaboration. The analysis employed VOSviewer and Scimago Graphica tools to examine publication trends, author collaborations, citation patterns, and geographical distribution of MOOC research. Results reveal a steady increase in research output from 2015 to 2021, with self-regulated learning and learner engagement emerging as dominant themes. The United States and the United Kingdom lead in publications and citations, while emerging contributions from countries like Malaysia and China indicate growing global interest. Citation analysis identified key influential papers, with the most cited work focusing on self-regulated learning strategies (547 citations). Co-authorship analysis revealed 86 collaboration clusters, highlighting both the collaborative nature of MOOC research and opportunities for increased international cooperation. Keyword analysis evolved from fundamental implementation concerns to sophisticated applications of artificial intelligence and personalized learning. The findings suggest a maturing field emphasizing technological integration, learner support systems, and cross-cultural adaptations. This study provides valuable insights for researchers, educators, and policymakers involved in MOOC development and implementation while identifying emerging trends and future research directions in online education.
... Huang (2024) and Zhu et al. (2023) investigated learners' continuance intention of MOOCs for personal or professional development relying on survey data. Aparicio et al. (2019) and Van den Broeck et al. (2020) found that flow and interest affect the learners' usage behavior, while other studies found that the instructors' interaction (Shah and Khanna 2022), learners' motivation (Gómez Gómez and Munuera Gómez 2021) and perceived usefulness (Zalli et al. 2019) are linked to their satisfaction and continuance intention. ...
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Big social data analysis has played an important role in understanding learners’ preferences in Massive Open Online Courses (MOOCs). This study investigates learners’ satisfaction with MOOCs using big social data analysis and a large-scale survey. The learners’ online reviews are analyzed using a hybrid method based on machine learning techniques and Partial Least Squares Structural Equation Modeling. We adopted a text mining approach, Latent Dirichlet Allocation (LDA), which is widely used in topic modeling. We utilized a large dataset of 6004 online reviews obtained from the learners of Udemy’s online courses. The results from the analysis identified nine topics as aspects of the quality of online courses, namely Course Accessibility, Course Cost, Course Material Quality, Course Organization, Course Resource Availability, Course Usefulness, Instructor Explanation, Instructor Knowledge, and Practical Examples in the Course. The results of the analysis were used to construct a research model, which was evaluated using a large-scale survey (N = 464). The results of the PLS-SEM confirmed the significant impacts of the proposed research factors, except for course organization, on learners’ satisfaction. The results also revealed that the practical examples in the course moderate the relationships between course usefulness, instructor explanation, instructor knowledge, and learners’ satisfaction. The findings of this research contribute to both the theoretical and methodological aspects of discovering and analyzing the influential factors for learners' satisfaction with MOOCs, thereby offering valuable insights for enhancing the overall quality of education in digital learning environments.
... "Gamification" refers to the incorporation of game design elements into non-game environments. Specifically, gamification is considered an effective means to enhance consumers' purchase intentions because it can increase user interaction interest and engagement by incorporating game-like system designs or game-like experiences into non-game environments [3,4]. For example, the hotel industry has launched membership reward programs, and the airline industry has adopted frequent flyer programs, both of which incorporate certain game design techniques. ...
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... The theory of mind flow, proposed by Mihaly Csikszentmihalyi in his book Flow: The Psychology of Optimal Experience, describes an inner experience in which an individual is completely mentally invested in an activity accompanied by a high level of euphoria and fulfillment [12]. As a mental state in which an individual achieves consistent pleasure through total concentration and obliviousness to an activity, mind streaming is an excellent mental experience that is so pleasurable that one expects to be immersed in it for a long time [13]. When reach the most advanced state of mindstream, individuals experience a diminished perception of time, a strong sense of purpose, and a need for immediate feedback. ...
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In a globalized educational environment, student populations from different cultural backgrounds have diverse communication barriers, including psychological noise, which affects teaching effectiveness and learning experiences. As an innovative teaching method, gamification instruction attempts to increase student engagement and motivation by simulating game elements and mechanisms, thus reducing the impact of psychological noise. Through a comprehensive analysis of related literature and empirical research, this paper aims to reveal the correlation between gamified teaching and psychological noise and its potential impact on reducing psychological noise. It has been found that gamified teaching can significantly affect and alleviate the problem of psychological noise; meanwhile, by enhancing learning participation and motivation, gamified teaching helps significantly reduce the negative impact of psychological noise. These findings aim to help learners better adapt to different cultural environments, improving intercultural communicative competence, and help educators adjust their gamified teaching strategies to specific cultural contexts to further optimize the teaching effect and to create a more inclusive and efficient learning environment.
... This trend will revolutionize higher education by increasing the availability of knowledge to students. MOOCs are free, easily accessible online courses that allow large numbers of students to enroll students enroll while acquiring quality knowledge and giving them the opportunity to collaborate and teachers from anywhere, anytime, even without standard classroom settings (Aparicio et al., 2019;Zhao et al., 2020). Therefore, distance learning via MOOCs has proven to be the most flexible and preferred way to acquire an education. ...
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Background and Aims: The objective of this article was to investigate the influence of MOOC implementation factors on the continuous intention and satisfaction of undergraduates in Chengdu, China, performance expectancy (PE), social influence (SI), perceived usefulness (PU), confirmation (CON), flow experience (FE), satisfaction (SAT), and continued intention (CI) were all interconnected in the conceptual framework. The objective of the research is to determine the extent to which each variable influences the use of MOOCs, to provide insights that can help improve the learning experience and ensure learners' long-term investment. Materials and Methods: The researcher utilized the quantitative investigation strategy with 500 samples and distributed the questionnaire to the selected undergraduate students at Xihua University. In this survey, a multistage sampling strategy was used to collect data from the investigation, using judgmental and quota sampling. Confirmatory factor analysis (CFA) and structural equation model (SEM) have been implemented to analyze data. In addition, goodness of model fits, correlation validity, and reliability testing for each component were utilized. Results: The result demonstrated that MOOC implementation factors, including performance expectancy, social influence, perceived usefulness, confirmation, and flow experience significantly affect students’ continuance intention and satisfaction, with flow experience (FE) providing the greatest consequence on satisfaction. The entire hypotheses have been evidenced to achieve the research purposes. Conclusion: The study provides empirical evidence on how MOOC implementation factors affect engineering students' satisfaction and continuance intention. It suggests that the findings could be useful for university management and lecturers to increase teaching and learning quality in the course and develop new strategies and approaches that suit modern-day learners. The study also aims to enhance the efficiency and effectiveness of class delivery and improve student engagement in the learning process.
... Gamification strategies have been successfully implemented in educational settings to provide an influential and motivational studying process, which can significantly enhance Beyond Points and Badges: Deepening Engagement in MOOCs through Gamification learner engagement [13]. Research has also shown that gamification improves the overall satisfaction of learners and helps organizations achieve better performance outcomes [48]. ...
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Despite massive open online courses (MOOCs’) widespread acceptance, the substantial dropout rate among learners remains a significant challenge in remote education. Although gamification has been identified as a potential strategy to address this issue, preliminary research on this topic is limited in scope and methodology. Therefore, this study aims to explore the application of gamification in MOOCs and its impact on participant engagement and course completion rates. Twenty-two articles were systematically nominated and reviewed under preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines. They were extracted from 225 articles indexed in the Scopus database for various criteria, including peer-reviewed articles published within the last five years to ensure we use articles with the latest technological developments. The analysis emphasizes that despite its limitations, gamification in MOOCs positively influenced learner engagement and completion rates through strategies such as badges, leaderboards, and challenges. The findings of this study offer valuable insights into the potential of gamification to enhance learner engagement and improve course completion rates in MOOCs, contributing to more effective remote education strategies. The study concludes by identifying the need for future research on long-term effects across different types of MOOCs and the sustainability of engagement over time.
... One of the technologies used to support learning is gamification [1]. Gamification uses a game approach to help students understand learning well [2]. The development of the game industry is getting bigger; other researchers are starting to include features and content about video games in non-playful contexts to increase motivation, such as those in games, such as challenges, task involvement, and achievement [3], [4]. ...
... This theory divides motivation into intrinsic and extrinsic. The first type of motivation helps to overcome the undesirable negative consequences of external motivators, which mainly perform a controlling function Aparicio et al., 2019). At the same time, extrinsic motivation is caused by different types of rewards and limiting factors, which, although motivational in nature, have a negative impact on the duration and strength of motivation . ...
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Interest in the problem of method biases has a long history in the behavioral sciences. Despite this, a comprehensive summary of the potential sources of method biases and how to control for them does not exist. Therefore, the purpose of this article is to examine the extent to which method biases influence behavioral research results, identify potential sources of method biases, discuss the cognitive processes through which method biases influence responses to measures, evaluate the many different procedural and statistical techniques that can be used to control method biases, and provide recommendations for how to select appropriate procedural and statistical remedies for different types of research settings.
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The dynamic managerial capabilities literature has developed over the past decade to the point where a review and synthesis of relevant literature can move the scholarly conversation forward. The concept of dynamic managerial capabilities—the capabilities with which managers create, extend, and modify the ways in which firms make a living—helps to explain the relationship between the quality of managerial decisions, strategic change, and organizational performance. We clarify theoretical constructs and their relationships, review and synthesize empirical research on the role and impact of managerial capabilities directed toward strategic change, and suggest avenues for future research. Our review begins with an overview of theoretical conceptions of dynamic managerial capabilities. Then we organize the remainder of the review around the three core underpinnings of dynamic managerial capabilities: managerial cognition, managerial social capital, and managerial human capital. In our review, we examine evidence from studies of dynamic managerial capabilities and reinterpret evidence prior to the introduction of the dynamic managerial capabilities concept through that lens. Consistent with the dynamic managerial capabilities concept, empirical research shows that managers differ in their impact on strategic change and firm performance and that differences in managerial cognition, social capital, and human capital lead to different outcomes.
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How can firms improve the degree of social alignment between their business and IT units? Many years of research have shown the importance of business-IT alignment and its various facets, yet research on the efficacy of IT governance mechanisms to improve business-IT alignment is scarce. In this paper, we develop a model of social alignment at the operational level that considers the degree of social capital between an organization’s business and IT units, IT personnel’s business understanding, and a set of formal and informal IT governance mechanisms that drive the creation of social alignment and business value. Using survey data from 132 US banks, we show that social alignment is driven to varying degrees by a broad variety of IT governance mechanisms ranging from top management support and IT representation on the executive board to joint IT planning and IS training, regular meeting cycles, and liaison units. Our research contributes substantially to the practical demand on business-IT alignment research for an effective toolkit of IT governance mechanisms.
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Research examining the relationship between IT–business strategic alignment (hereafter referred to as alignment) and firm performance (hereafter referred to as performance) has produced apparently conflicting findings (i.e., an alignment paradox). To examine the alignment paradox, we conducted a meta-analysis that probed the interrelationships between alignment, performance, and context constructs. We found the alignment dimensions (intellectual, operational, and cross-domain) demonstrate unique relationships with the different performance types (financial performance, productivity, and customer benefit) and with many of the other constructs in alignment’s nomological network. All mean corrected correlations between dimensions of alignment and dependent variables were positive and most of the credibility interval values in these analyses were also positive. Overall, the evidence gathered from the extant literature suggests there is not much of an alignment paradox. This study contributes to the literature by clarifying the relationships between alignment and performance outcomes and offering insight into sources of inconsistencies in alignment research. By doing so, this paper lays a foundation for more consistent treatment of alignment in future IT research.
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The paper empirically examines the effects of social capital of the relationship between the chief information officer (CIO) and top management team (TMT) on organizational value creation based on responses from CIOs and matched TMT respondents from 81 hospitals in the United States. Specifically, we theorize how the three dimensions of social capital—structural, cognitive, and relational social capital—facilitate knowledge exchange and combination between the CIO and TMT resulting in the alignment between the organization's information systems (IS) strategy and business strategy. Results show that IS alignment significantly influences the firm's financial performance and mediates the relationship between CIO-TMT social capital and performance. The findings also indicate that cognitive and relational social capital influence information systems strategic alignment but that structural social capital exerts its influence through its effects on cognitive social capital. Recommendations are provided as to how organizations can develop CIO-TMT structural, cognitive, and relational social capital to positively influence firm performance via IS strategic alignment.
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Massive open online courses (MOOCs) offer an exciting range of opportunities to widen access and participation in education. The massive and open nature of MOOCs places the control of learning at the discretion of the learner. Therefore, it is essential to understand learner behaviour. This paper examines the psychological considerations inherent in learning and explores the psychological determinants of learner behaviours relevant to MOOCs. A number of psychological challenges specific to the development and use of MOOCs such as the motivational, emotional and intellectual commitment of MOOC learners, and the skills profile that effective MOOC learners require are discussed. The psychological barriers that learners may encounter when engaging with MOOCs are identified. In doing so, we highlight the importance of considering the psychosocial and cognitive profile of the learner, and provide a psychological characterisation of many of the practical and theoretical issues that inform the design, development and delivery of MOOCs. For example, digital literacy skills, individual differences in motivation and self-regulation are key learner attributes in the context of MOOC-based learning. The temporal dimension of learning is also addressed: how learners perceive time online, how this influences time spent on tasks and how this may impact on the effective use of MOOCs. Given that MOOCs are increasingly being accessed using mobile devices, the psychological challenges of mobile MOOC-based learning are explored. It is anticipated that the insights derived from a psychologically informed consideration of MOOC-based learning will serve as a catalyst for debate, discussion and future research.
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Top management has been concerned with IT-business strategic alignment (hereafter referred to as alignment) for the past 30 years. Consequently, alignment researchers have developed many models to explain how alignment generates value for firms. However, these models use inconsistent definitions and measures of alignment, which has led to conflicting results and has potentially inhibited the progress of research on this critical topic. This paper emphasizes the importance of demarcating the six alignment types that are sometimes confused in the literature into a single, unified model. It also reports on the development of definitions and measures of these six types of alignment including alignment between IT and business strategies (i.e., intellectual alignment), between IT and business infrastructures and processes (i.e., operational alignment), and across these two domains such that strategies are linked with infrastructures and processes (i.e., four types of cross-domain alignment). Analyzing survey data collected from 140 Chief Information Officers, we found each measure possesses desirable psychometric properties. Implications for theory and practice are discussed.
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Organizational ambidexterity refers to the ability of an organization to both explore and exploit — to compete in mature technologies and markets where efficiency, control, and incremental improvement are prized and to also compete in new technologies and markets where flexibility, autonomy, and experimentation are needed. In the past 15 years there has been an explosion of interest and research on this topic. We briefly review the current state of the research, highlighting what we know and don’t know about the topic. We close with a point of view on promising areas for ongoing research.
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Massive Open Online Courses (MOOCs), as a recent disruptive development in distance education enabled by advanced information technologies, are gaining increasing popularity and transforming higher education. Why are some schools eager to embrace this open model of teaching, while at the same time some others are reluctant to jump onboard? Applying the theory of exploration and exploitation (March 1991), we model universities’ decision to adopt MOOCs as an explorative activity, and analyze the tradeoffs they face when allocating their resources in balancing exploration and exploitation. By examining the complete history of MOOC adoption by US colleges and universities, we find that slack financial and human resources are positively associated with the decision to become a MOOC producer, but a university in a highly competitive situation is less likely to explore MOOC production, possibly for strategic reasons. Interestingly, we also find evidence that these factors have heterogeneous effects on different types of higher education institutions. For example, while research schools (compared to teaching schools) are more likely to use their slack resources to explore MOOCs, both research and teaching schools are similarly constrained by competitive pressure in their decisions on adopting MOOCs. We discuss the implications for research and practice.