The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students’ Class Participation, Learning Immersion, Teaching Presence
The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students’ Class Participation, Learning Immersion, Teaching Presence
The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students’ Class Participation, Learning Immersion, Teaching Presence
Myoung-Heo, Sang-woo Jin
Abstract
"This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors."
Reference
Myoung-Heo, H., & Jin, S.-W. (2023). The effects of gamification e-learning classes based on self-determination theory on university students’ class participation, learning immersion, teaching presence. Journal of Digital Convergence, 21(11), 301–309. https://koreascience.kr/article/JAKO202334662485428.page
Keywords
Gamification, Self-determination, Classroom Participation