The Influence of Gamification and Platform Affordances on User Engagement in Online Learning

IF 3.3 Q1 EDUCATION & EDUCATIONAL RESEARCH International Journal of Distance Education Technologies Pub Date : 2021-01-01 DOI:10.4018/IJDET.2021010101
Kseniya Veryaeva, Olga Solovyeva
{"title":"The Influence of Gamification and Platform Affordances on User Engagement in Online Learning","authors":"Kseniya Veryaeva, Olga Solovyeva","doi":"10.4018/IJDET.2021010101","DOIUrl":null,"url":null,"abstract":"Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user engagement, platform affordances, and gamification in online learning. An online survey was conducted among the participants (N=375) studying with Skyeng (commercial online platform for learning English). The data was analysed with factor and regression analysis. The results demonstrated four major platform affordances: technology credibility and usability, adaptability of course tasks, phasing and intermittence and external reward. Among the four, technology credibility and usability was found to be the most influential predictor of user engagement in online learning. External reward, as an affordance, drawn from gamification elements, has the smallest contribution to user engagement. However, the study proves the suitability of perceiving gamified elements as affordances by platform users. The research provides conceptual and empirical grounds for studying gamification elements as one of the affordances in online learning and outlines further directions to explore these connections.","PeriodicalId":44463,"journal":{"name":"International Journal of Distance Education Technologies","volume":"21 1","pages":"1-17"},"PeriodicalIF":3.3000,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Distance Education Technologies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/IJDET.2021010101","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 3

Abstract

Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user engagement, platform affordances, and gamification in online learning. An online survey was conducted among the participants (N=375) studying with Skyeng (commercial online platform for learning English). The data was analysed with factor and regression analysis. The results demonstrated four major platform affordances: technology credibility and usability, adaptability of course tasks, phasing and intermittence and external reward. Among the four, technology credibility and usability was found to be the most influential predictor of user engagement in online learning. External reward, as an affordance, drawn from gamification elements, has the smallest contribution to user engagement. However, the study proves the suitability of perceiving gamified elements as affordances by platform users. The research provides conceptual and empirical grounds for studying gamification elements as one of the affordances in online learning and outlines further directions to explore these connections.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
游戏化和平台可视性对在线学习用户参与度的影响
游戏化已成为在线学习中广泛使用的重要工具,它影响着用户的体验。然而,最近对在线学习平台中用户与技术交互的研究倾向于单独研究游戏化。本文旨在克服研究空白,探索在线学习中用户参与度、平台可视性和游戏化之间的关系。对在Skyeng(商业在线英语学习平台)学习的参与者(N=375)进行了一项在线调查。采用因子分析和回归分析对数据进行分析。结果显示了四个主要的平台功能:技术可信度和可用性,课程任务的适应性,阶段性和间歇性以及外部奖励。其中,技术可信度和可用性被发现是在线学习中最具影响力的用户参与预测因子。来自游戏化元素的外部奖励对用户粘性的贡献最小。然而,该研究证明了平台用户将游戏化元素视为辅助功能的适用性。该研究为将游戏化元素作为在线学习的辅助因素之一进行研究提供了概念和实证依据,并概述了进一步探索这些联系的方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
9.10
自引率
0.00%
发文量
14
期刊介绍: Discussions of computational methods, algorithms, implemented prototype systems, and applications of open and distance learning are the focuses of this publication. Practical experiences and surveys of using distance learning systems are also welcome. Distance education technologies published in IJDET will be divided into three categories, communication technologies, intelligent technologies.
期刊最新文献
The Feature and Diversity of Learners' Performance on Different MOOC Forums in the Online Learning Era Students' Intention to Engage With ChatGPT and Artificial Intelligence in Higher Education Business Studies Programmes Evaluation of Teacher-Student Interaction Impact of Online Field Practice on Islamic Education Preservice Teachers Assessing the Utilization Level of Metaverse
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1