TY - JOUR
T1 - Motivation in Gamified Social Media Learning
T2 - A Psychological Need Perspective
AU - Ofosu-Ampong, Kingsley
AU - Boateng, Richard
AU - Kolog, Emmanuel A.
AU - Anning-Dorson, Thomas
N1 - Publisher Copyright:
© 2021, Journal of Information Systems Education. All Rights Reserved.
PY - 2021/6
Y1 - 2021/6
N2 - With 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.
AB - With 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.
KW - Gamification
KW - Gamified social media
KW - Motivation
KW - Self-determination theory
KW - Student engagement
UR - http://www.scopus.com/inward/record.url?scp=85126956889&partnerID=8YFLogxK
M3 - Article
AN - SCOPUS:85126956889
SN - 1055-3096
VL - 32
SP - 199
EP - 212
JO - Journal of Information Systems Education
JF - Journal of Information Systems Education
IS - 3
ER -