The Electronic Journal of e-Learning provides perspectives on topics relevant to the study, implementation and management of e-Learning initiatives
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Journal Article

Driving High Inclination to Complete Massive Open Online Courses (MOOCs): Motivation and Engagement Factors for Learners  pp118-130

Lee Yen Chaw, Chun Meng Tang

© Jun 2019 Volume 17 Issue 2, Editor: Antonios Andreatos, Cleo Sgouropoulou and Klimis Ntalianis, pp66 - 167

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Abstract

Today, online learning is prospering from the widely available and easily accessible connection to the Web. Massive open online course (MOOC) platforms such as Coursera, edX, and Udemy have made available several thousands of short courses at several difficulty levels in a wide variety of disciplines, ranging from business, computer science to literature, for learners to select from. Learners who are looking to earn credentials for career advancement or personal interest would find MOOCs attractive not only because of the time and place flexibility these courses offer, but also because of the free enrollment or the very small certificate fee upon completion, as well as the emergent recognition these courses are receiving for their high quality learning delivery from leading educational institutions. Learners who enroll in a MOOC would typically need to participate in various learning activities and complete a few assessment tasks to complete the course. However, it has been commonly reported that the completion rates of MOOCs are low. Based on the common notion that when learners are more motivated to learn, they are likely to better engage in learning and have a higher likelihood to complete a MOOC, this study adopted the Motivation and Engagement Scale (MES) by Martin (2007, 2009) to collect responses from university students to examine whether positive motivation resulted in positive engagement; whether negative motivation resulted in negative engagement; and how positive or negative engagement swayed learners’ inclination to complete a MOOC if they were to enroll in one. Findings show that there was a statistically significant positive relationship between positive motivation and positive engagement, between negative motivation and negative engagement, and between positive engagement and inclination to complete a MOOC. However, the relationship between negative engagement and inclination to complete a MOOC was statistically not significant. Findings of this study can be useful to MOOC providers and learners in their effort to develop strategies to increase completion rates of MOOCs.

 

Keywords: inclination to complete, learning engagement, learning motivation, massive open online course, online learning

 

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Journal Article

Motivating Factors and Tangential Learning for Knowledge Acquisition in Educational Games  pp343-354

Peter Mozelius, Andreas Fagerström, Max Söderquist

© Aug 2017 Volume 15 Issue 4, Editor: Elizabeth Boyle and Thomas Connolly, pp281 - 366

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Abstract

Game‑based learning has been a strong emerging trend in the 21st century, but several research studies on game‑based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and personalise education by the use of digital games, there still exists a lack of knowledge about efficient educational game design. To identify design factors that are important for players' learning motivation this study has analysed three popular entertainment games that were selected for their educational values. The aim of the study is to explore, analyse and discuss, if and how motivating factors and intrinsic integration of knowledge in educational games might be related to players' perceived knowledge acquisition. Test players with experience of the selected digital games were recruited from online gaming forums where a questionnaire also was used to collect data. Lepper's and Malone's set of heuristics for intrinsic motivation in interactive learning environments were used in a combination with Habgood's and Ainsworth's theory of intrinsic integration to examine the relationship between these factors in the educational games. Beside the direct acquisition of knowledge from gaming there was also an analysis of the concept of tangential learning. Results from a t‑test showed that tangential learning was significantly more important for two of the tested games. Correlation analysis revealed several relationships between factors, where intrinsic integration was pointed out as particularly interesting for knowledge acquisition and tangential learning. Results showed weak or no relationships for Lepper and Malone factors, but with some tendencies for control, imagination and competition.

 

Keywords: Educational games, Intrinsic integration, Tangential learning, Game-based learning, Learning motivation

 

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Journal Issue

Volume 17 Issue 2 / Jun 2019  pp66‑167

Editor: Antonios Andreatos, Cleo Sgouropoulou, Klimis Ntalianis

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Keywords: e-Learning, distance education, technology enhanced learning, life-long learning, deep and meaningful learning, POGIL, online education, formative assessment, health information management, electronic health records, learning design, learning design tools, learning designer, teacher training , inclination to complete, learning engagement, learning motivation, massive open online course, online learning, Blended Learning, higher education, learner engagement, macro-meso-micro level inquiry, identity theory, audio games, serious games, augmented reality, augmented reality audio, audio interaction, music education, play-to-engage, participatory co-creation, indigenous community engagement, culture

 

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