Can gamification and interface design aesthetics lead to MOOCs' success?
Can gamification and interface design aesthetics lead to MOOCs' success?
By Yung-Ming Cheng
Abstract
“Purpose: The purpose of this study is to propose an integrated post-adoption model based on expectation-confirmation model (ECM) and flow theory to examine whether gamification and interface design aesthetics as antecedents to students' beliefs can affect their continuance intention of massive open online courses (MOOCs) and perceived impact on learning. Design/methodology/approach Sample data for this study were collected from students enrolled in a comprehensive university in Taiwan. A total of 600 questionnaires were distributed in the campus, and 318 (53.0%) useable questionnaires were analyzed using structural equation modeling in this study. Findings: This study's results verified that students' perceived gamification and interface design aesthetics of MOOCs positively affected their perceived usefulness, confirmation and flow experience elicited by MOOCs, and these in turn directly or indirectly led to their satisfaction, continuance intention of MOOCs and perceived impact on learning. Essentially, the results strongly support the research model with all hypothesized links being significant. Originality/value: It should be particularly noticed that this study contributes to the application of capturing both ECM and flow experience (i.e. an intrinsic motivator) for completely explaining students' perceived gamification and interface design aesthetics as external variables to their continuance intention of MOOCs and perceived impact on learning, and this study's empirical evidence can further shed light on the possible formulation of MOOCs success.”
Reference
Cheng, Y. (2021). Can gamification and interface design aesthetics lead to moocs' success? Education + Training, 63(9), 1346-1375. doi:10.1108/et-09-2020-0278 https://www.emerald.com/insight/content/doi/10.1108/ET-09-2020-0278/full/html
Keyword
Massive open online classes, expectation-confirmation model, flow theory, gamification, interface design aesthetics, continuance intention, perceived impact on learning, structural equation modeling, research