{"title":"提高学生积极性:利用 MARC 框架构建游戏化大规模开放在线课程","authors":"Rujianto Eko Saputro, S. Salam","doi":"10.23887/jet.v8i1.67624","DOIUrl":null,"url":null,"abstract":"Education is undergoing a profound revolution in the current era of digital technology, primarily due to the implementation of Massive Open Online Courses (MOOCs). These courses have facilitated worldwide accessibility to education of exceptional quality, transcending geographical and institutional limitations. This study aims to evaluates the implementation of gamification in Massive Open Online Courses (MOOCs) to enhance students' intrinsic motivation and graduation rates. Facing the challenge of low graduation rates in MOOCs, this study designed and implemented a Gamified MOOC (GMOOC) platform using a new gamification framework, MARC. Through an experimental method, this study involved 101 students and collected data through a questionnaire based on the Instructional Materials Motivation Survey (IMMS) and ARCS Model. The data was analyzed using Structural Equation Modelling (SEM), and the results showed that all MARC variables have high reliability and positively impact students' intrinsic motivation, with the Autonomy variable having the most significant impact. This study underlines the importance of a gamification framework in enhancing motivation and graduation rates in MOOCs, as well as the importance of considering the correct design elements and gamification components in the development of MOOCs. This study provides significant implications for developing and implementing effective and engaging MOOCs.","PeriodicalId":518126,"journal":{"name":"Journal of Education Technology","volume":"14 5","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Elevating Student Motivation: Constructing a Gamified Massive Open Online Courses using the MARC Framework\",\"authors\":\"Rujianto Eko Saputro, S. Salam\",\"doi\":\"10.23887/jet.v8i1.67624\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Education is undergoing a profound revolution in the current era of digital technology, primarily due to the implementation of Massive Open Online Courses (MOOCs). These courses have facilitated worldwide accessibility to education of exceptional quality, transcending geographical and institutional limitations. This study aims to evaluates the implementation of gamification in Massive Open Online Courses (MOOCs) to enhance students' intrinsic motivation and graduation rates. Facing the challenge of low graduation rates in MOOCs, this study designed and implemented a Gamified MOOC (GMOOC) platform using a new gamification framework, MARC. Through an experimental method, this study involved 101 students and collected data through a questionnaire based on the Instructional Materials Motivation Survey (IMMS) and ARCS Model. The data was analyzed using Structural Equation Modelling (SEM), and the results showed that all MARC variables have high reliability and positively impact students' intrinsic motivation, with the Autonomy variable having the most significant impact. This study underlines the importance of a gamification framework in enhancing motivation and graduation rates in MOOCs, as well as the importance of considering the correct design elements and gamification components in the development of MOOCs. This study provides significant implications for developing and implementing effective and engaging MOOCs.\",\"PeriodicalId\":518126,\"journal\":{\"name\":\"Journal of Education Technology\",\"volume\":\"14 5\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-04-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Education Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.23887/jet.v8i1.67624\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23887/jet.v8i1.67624","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
在当前的数字技术时代,教育正在经历一场深刻的革命,这主要归功于大规模开放式在线课程(MOOCs)的实施。这些课程为全球范围内获得高质量的教育提供了便利,超越了地域和机构的限制。本研究旨在评估游戏化在大规模开放式在线课程(MOOCs)中的实施情况,以提高学生的内在动力和毕业率。面对 MOOCs 低毕业率的挑战,本研究利用新的游戏化框架 MARC 设计并实施了游戏化 MOOC(GMOOC)平台。通过实验方法,本研究涉及 101 名学生,并通过基于教学材料动机调查(IMMS)和 ARCS 模型的问卷收集数据。数据采用结构方程模型(SEM)进行分析,结果表明,所有 MARC 变量都具有较高的可靠性,并对学生的内在动机产生积极影响,其中自主性变量的影响最为显著。本研究强调了游戏化框架在提高MOOCs学习动机和毕业率方面的重要性,以及在开发MOOCs时考虑正确的设计元素和游戏化组件的重要性。本研究为开发和实施有效的、吸引人的 MOOCs 提供了重要启示。
Elevating Student Motivation: Constructing a Gamified Massive Open Online Courses using the MARC Framework
Education is undergoing a profound revolution in the current era of digital technology, primarily due to the implementation of Massive Open Online Courses (MOOCs). These courses have facilitated worldwide accessibility to education of exceptional quality, transcending geographical and institutional limitations. This study aims to evaluates the implementation of gamification in Massive Open Online Courses (MOOCs) to enhance students' intrinsic motivation and graduation rates. Facing the challenge of low graduation rates in MOOCs, this study designed and implemented a Gamified MOOC (GMOOC) platform using a new gamification framework, MARC. Through an experimental method, this study involved 101 students and collected data through a questionnaire based on the Instructional Materials Motivation Survey (IMMS) and ARCS Model. The data was analyzed using Structural Equation Modelling (SEM), and the results showed that all MARC variables have high reliability and positively impact students' intrinsic motivation, with the Autonomy variable having the most significant impact. This study underlines the importance of a gamification framework in enhancing motivation and graduation rates in MOOCs, as well as the importance of considering the correct design elements and gamification components in the development of MOOCs. This study provides significant implications for developing and implementing effective and engaging MOOCs.