Abstract
PurposeThis study's purpose is to propose a research model based on the stimulus-organism-response (S-O-R) model to examine whether gamification and social interaction as environmental stimulus antecedents to learners' perceptions of presence can affect their continuance intention of massive open online courses (MOOCs).Design/methodology/approachSample data for this study were collected from learners who had experience in taking gamified MOOCs provided by the MOOC platform launched by a well-known university in Taiwan, and 353 usable questionnaires were analyzed using structural equation modeling (SEM).FindingsThis study demonstrated that learners' perceived gamification, learner–instructor interaction and learner–learner interaction in MOOCs positively affected their cognitive presence, teaching presence and social presence elicited by MOOCs, which jointly expounded their continuance intention of MOOCs. The results support all proposed hypotheses, and the research model accounts for 72.6% of the variance in learners' MOOCs continuance intention.Originality/valueThis study employs the S-O-R model as a theoretical umbrella to frame learners' MOOCs continuance intention as a series of the internal process, which is influenced by gamification and social interaction. Noteworthily, three psychological constructs of the community of inquiry model (i.e. cognitive presence, teaching presence and social presence) are adopted to represent learners' internal experiences of MOOCs usage. To date, hedonic/utilitarian concepts are more commonly adopted as organisms in prior studies based on the S-O-R model, whereas psychological constructs have received lesser attention. Hence, this study enriches the S-O-R model into an invaluable context.
Subject
Library and Information Sciences,Information Systems
Reference65 articles.
1. Understanding the MOOCs continuance: the role of openness and reputation;Computers and Education,2015
2. Structural equation modeling in practice: a review and recommended two-step approach;Psychological Bulletin,1988
3. Assessing teaching presence in a computer conferencing context;Journal of Asynchronous Learning Networks,2001
4. Gamification: a key determinant of massive open online course (MOOC) success;Information and Management,2019
5. The impact of knowledge management practices on the acceptance of Massive Open Online Courses (MOOCs) by engineering students: a cross-cultural comparison;Telematics and Informatics,2020
Cited by
10 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献