What makes learners enhance learning outcomes in MOOCs? Exploring the roles of gamification and personalization
Interactive Technology and Smart Education
ISSN: 1741-5659
Article publication date: 21 August 2023
Issue publication date: 25 April 2024
Abstract
Purpose
The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to explore whether gamification and personalization as environmental stimuli to learners’ learning engagement (LE) can affect their learning persistence (LP) in massive open online courses (MOOCs) and, in turn, their learning outcomes in MOOCs.
Design/methodology/approach
Sample data for this study were collected from learners who had experience in taking gamified MOOCs provided by the MOOCs platform launched by a well-known university in Taiwan, and 331 usable questionnaires were analyzed using structural equation modeling.
Findings
This study demonstrated that learners’ perceived gamification and personalization in MOOCs positively influenced their cognitive LE and emotional LE elicited by MOOCs, which jointly explained their LP in MOOCs and, in turn, enhanced their learning outcomes. The results support all proposed hypotheses and the research model, respectively, explaining 82.3% and 65.1% of the variance in learners’ LP in MOOCs and learning outcomes.
Originality/value
This study uses the S-O-R model as a theoretical base to construct learners’ learning outcomes in MOOCs as a series of the psychological process, which is influenced by gamification and personalization. Noteworthily, while the S-O-R model has been extensively used in prior studies, there is a dearth of evidence on the antecedents of learners’ learning outcomes in the context of MOOCs, which is very scarce in the S-O-R view. Hence, this study enriches the research for MOOCs adoption and learning outcomes into an invaluable context.
Keywords
Acknowledgements
The author would like to thank the Editor and anonymous reviewers for their insightful comments and valuable suggestions.
Citation
Cheng, Y.-M. (2024), "What makes learners enhance learning outcomes in MOOCs? Exploring the roles of gamification and personalization", Interactive Technology and Smart Education, Vol. 21 No. 2, pp. 308-330. https://doi.org/10.1108/ITSE-05-2023-0097
Publisher
:Emerald Publishing Limited
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