Abstract
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.
| Original language | English |
|---|---|
| Pages (from-to) | 199-212 |
| Number of pages | 14 |
| Journal | Journal of Information Systems Education |
| Volume | 32 |
| Issue number | 3 |
| Publication status | Published - Jun 2021 |
| Externally published | Yes |
Keywords
- Gamification
- Gamified social media
- Motivation
- Self-determination theory
- Student engagement
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