2020
DOI: 10.21125/inted.2020.1661
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Meaningful Gamification in Moocs. Designing and Examining Learner Engagement in the Open Virtual Mobility Learning Hub

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Cited by 6 publications
(4 citation statements)
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“…The findings indicate that self-observation influences individuals' willingness to self-regulate their learning behavior. According to one informant, the ability to observe their progress while using the platform serves as a motivating factor and is considered a crucial aspect of gamification in microlearning platforms (Buchem et al, 2020). When gamification elements are integrated into the platform, self-observation becomes even more effective in enhancing the utilization of the microlearning platform.…”
Section: Discussionmentioning
confidence: 99%
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“…The findings indicate that self-observation influences individuals' willingness to self-regulate their learning behavior. According to one informant, the ability to observe their progress while using the platform serves as a motivating factor and is considered a crucial aspect of gamification in microlearning platforms (Buchem et al, 2020). When gamification elements are integrated into the platform, self-observation becomes even more effective in enhancing the utilization of the microlearning platform.…”
Section: Discussionmentioning
confidence: 99%
“…3.2.1 Self-observation. Self-observation refers to employees' ability to monitor their behavior and progress toward their goals (Breevaart, Bakker, & Demerouti, 2014), while gamification is a common element in digital-microlearning environments (Buchem, Carlino, Amenduni, & Poce, 2020). Gamification uses game-based mechanics, aesthetics, and thinking to engage, motivate and promote learning, motivating learners to engage with the content using gaming elements such as interactivity, feedback and challenges in a nongame context (Kapp, 2012).…”
Section: Behavioral Influencesmentioning
confidence: 99%
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“…One of the other factors affecting student engagement in MOOCs settings is the gamification of the learning process. There are opinions that gamification ensures course engagement and student continuity throughout the course (Antonaci et al, 2019;Buchem et al, 2020;Morales et al, 2016;Ortega-Arranz et al, 2018;Vaibhav & Gupta, 2014). However, contrary to these views, Hagedorn et al (2022) stated in their study that gamification in the MOOC environment caused a partial distraction in some students.…”
Section: Internal Factors Affecting Engagement In Moocsmentioning
confidence: 93%