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Autor/inn/enOfosu-Ampong, Kingsley; Boateng, Richard; Kolog, Emmanuel A.; Anning-Dorson, Thomas
TitelMotivation in Gamified Social Media Learning: A Psychological Need Perspective
QuelleIn: Journal of Information Systems Education, 32 (2021) 3, S.199-212 (16 Seiten)
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1055-3096
SchlagwörterStudent Motivation; Game Based Learning; Social Media; Psychological Needs; Electronic Learning; Learner Engagement; Computer Science Education; Self Determination; Educational Theories; Personal Autonomy; Competence; Interpersonal Relationship
AbstractWith a high attrition rate among students in online learning, educators and researchers have introduced gamified social media learning platforms which allow students to share their experiences, co-create knowledge, and collaboratively learn about computing principles. However, only a few studies have examined learners' motivations, antecedents, and consequences on a gamified social learning platform. This study draws on the self-determination theory to test a proposed model for gamification users in computing education. Participants were undergraduate students who completed an online survey during the semester on a course design project. This course aims to prepare students to undertake a significant piece of individual work on a design project and appreciate the appropriate techniques in managing information technology projects. Interestingly, the study found a non-significant relationship between game rewards and how they improve competence. The results expand our understanding of pedagogical strategies and innovation open to education institutions. (As Provided).
AnmerkungenJournal of Information Systems Education. e-mail: editor@jise.org; Web site: http://www.jise.org
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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