925 research outputs found

    Gamification: a key determinant of massive open online course (MOOC) success

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    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.info:eu-repo/semantics/acceptedVersio

    Design Thinking for Training with Serious Games: A Systematic Literature Review

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    Serious Games use game strategies to encourage participants to make decisions and face challenges in a training environment; the more interactive the game, the more engaged the participants are with the content. Moreover, the best way to train is to simulate and identify scenarios for decision making, recreating situations, and strategies for learning. The Serious Games for training have this purpose. A Serious Game for Training can be refined with a game narrative, a methodology centered on the player to present independent and straightforward scenarios, giving solutions through the game story. The challenge is to rethink a unique narrative according to the individual player\u27s experience. The present systematic literature review aims to answer which are the benefits of using Design Thinking for serious game narratives; the benefits of learning theories; the Design Thinking benefits for innovative solutions; and how game design elements can create an engaging Serious Game experience

    ICT and gamified learning in tourism education: a case of South African secondary schools

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    Tourism is often introduced as a subject in formal education curricula because of the increasing and significant economic contribution of the tourism industry to the private and public sector. This is especially the case in emerging economies in Asia and Africa (Hsu, 2015; Mayaka & Akama, 2015; Cuffy et al., 2012). Tourism in South Africa – which is the geographical setting of this research – is recognised as a key economic sector. At secondary level, tourism has been widely introduced at schools throughout South Africa since 2000 and has experienced significant growth (Umalusi, 2014). Furthermore, information and communication technology (ICT) has rapidly penetrated public and private sectors of the country. ICT affords novel opportunities for social and economic development, and this has especially been observed in the fields of both tourism and education (Anwar et al., 2014; Vandeyar, 2015). Yet, the many uses and implications of ICT for tourism education in South Africa are unclear and under-theorised as a research area (Adukaite, Van Zyl, & Cantoni, 2016). Moreover, engagement has been identified as a significant indicator of student success in South Africa (Council for Higher Education, 2010). Lack of engagement contributes to poor graduation rates at secondary and tertiary institutions in South Africa (Strydom et al., 2010; Titus & Ng’ambi, 2014). A common strategy to address lack of student engagement is introducing game elements into the learning process: the so-called gamification of learning (Kapp, 2012). The majority of research in this field has been conducted in more economically advanced and developed regions, and there is a paucity of research in emerging country contexts. It is argued that gamification can be effectively utilised also in these contexts to address learner engagement and motivation. This study aims to contribute in this respect: firstly, by investigating the extent to which ICT supports tourism education in South African high schools through the lenses of Technology Domestication Theory (Habib, 2005; Haddon, 2006) and Social Cognitive Theory (Bandura, 1977). Secondly, the study aims to examine gamified learning acceptance within tourism education in a developing country context. The research assimilates three separate studies. Study 1. The Role of Digital Technology in Tourism Education: A Case Study of South African Secondary Schools The study was designed as an exploratory analysis, based on 24 in-depth interviews (n=24) with high school tourism teachers and government officials. An analysis reveals that teachers recognize ICT as essential in exposing students to the tourism industry. This is especially the case in under-resourced schools, where learners do not have the financial means to participate in tourism activities. However, ICT is still limited in its integration as a pedagogical support tool. The major obstacles toward integration include: technology anxiety, lack of training, availability of resources, and learner resistance to use their personal mobile devices. Study 2. Raising Awareness and Promoting Informal Learning on World Heritage in Southern Africa. The Case of WHACY, a Gamified ICT-enhanced Tool The goal of the study was to present the World Heritage Awareness Campaign for Youth (WHACY) in Southern Africa. A campaign was dedicated to raise awareness and foster informal learning among Southern African youth about the heritage and sustainable tourism. The campaign employed an online and offline gamified learning platform, which was supported by a dedicated website, Facebook page, wiki and offline materials. In one year of operation the campaign reached more than 100K audience. For the evaluation of the campaign, a mixed methods approach was used: focus groups with students (n=9), interviews (n=19) and a survey with teachers (n=209). The study attempted to assess user experience in terms of engagement and conduciveness to learning and explored the possibility of a gamified application to be integrated into the existing high school tourism curriculum. The perspectives of South African tourism students and teachers were here considered. Study 3. Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. The study is quantitative in nature and investigated the behavioural intention of South African tourism teachers to integrate a gamified application within secondary tourism education. Data collected from 209 teachers were tested against the research model using a structural equation modelling approach. The study investigated the extent to which six determined predictors (perceptions about playfulness, curriculum relatedness, learning opportunities, challenge, self-efficacy and computer anxiety) influence the acceptance of a gamified application by South African tourism teachers. The study may prove useful to educators and practitioners in understanding which determinants may influence gamification introduction into formal secondary education

    MOOC Relevance: A Key Determinant of the Success for Massive Open Online Courses

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    The MOOC (Massive Open Online Course) providers promote their courses as education that builds marketable skills. However, little research examines the role of relevance in the success of MOOCs or how this relevance influences learner behaviors. This study highlights the importance of MOOC relevance by decomposing it into personal relevance and social relevance and then examining their effects on learner satisfaction. Based on Expectation-Confirmation Model and DeLone and McLean’s information system success model, our proposed theoretical framework elaborates on the relationship among personal relevance, social relevance, perceived usefulness, subjective norms, confirmation, satisfaction, and continuance intention. We analyzed survey data collected from 343 MOOC learners, finding both personal and social relevance positively associated with confirmation and satisfaction. Confirmation positively influences perceived usefulness and satisfaction, while continuance intention is enhanced by learner satisfaction and subjective norms. However, the impact of perceived usefulness on satisfaction is not significant. This study contributes to Information Systems (IS) literature by demonstrating the role of relevance in the growth and success of MOOCs. Additionally, our findings contribute to the IS education literature by highlighting the need for more personally and socially relevant curricula if traditional IS programs are to remain competitive in an era of increasing educational opportunities

    Chatbot as a learning assistant: Factors influencing adoption and recommendation

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Marketing IntelligenceSoon, it is expected that artificial intelligence (AI) may replace many jobs whose work is based in repetitive tasks. Considering the role that this technology will play in our lives over the next few years, it would be interesting to take advantage of its potential now and use it as a transformation agent in the educational system. This study aims to evaluate the main drivers for adoption and recommendation of chatbots as a learning assistant to students in higher education. The research uses an innovative model based on gamification affordance, support construct from the students control model, and performance expectance, hedonic motivation, and behavioural intention to adopt constructs from the well-known UTAUT2 model. The model was empirically assessed using structural equation modelling (SEM) based on 302 responses from an online survey conducted in a South American country, Brazil. Support and hedonic motivation were found to be the most significant drivers for behaviour intention to adopt a chatbot. To explain the antecedents of the intention to recommend a chatbot, support and behavioural intention to adopt were the most important drivers found. For scholars, this research brings new material for further exploration of individual drivers for technology adoption and recommendation. For practitioners, knowing the main drivers for adoption and recommendation of a chatbot enables them to develop a technology with higher chances of absorption in the market

    Design Knowledge for Virtual Learning Companions from a Value-centered Perspective

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    The increasing popularity of conversational agents such as ChatGPT has sparked interest in their potential use in educational contexts but undermines the role of companionship in learning with these tools. Our study targets the design of virtual learning companions (VLCs), focusing on bonding relationships for collaborative learning while facilitating students’ time management and motivation. We draw upon design science research (DSR) to derive prescriptive design knowledge for VLCs as the core of our contribution. Through three DSR cycles, we conducted interviews with working students and experts, held interdisciplinary workshops with the target group, designed and evaluated two conceptual prototypes, and fully coded a VLC instantiation, which we tested with students in class. Our approach has yielded 9 design principles, 28 meta-requirements, and 33 design features centered around the value-in-interaction. These encompass Human-likeness and Dialogue Management, Proactive and Reactive Behavior, and Relationship Building on the Relationship Layer (DP1,3,4), Adaptation (DP2) on the Matching Layer, as well as Provision of Supportive Content, Fostering Learning Competencies, Motivational Environment, and Ethical Responsibility (DP5-8) on the Service Layer

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be
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