“It Helped to Know I Wasn't Alone”: Exploring Student Satisfaction in an Online Community with a Gamified, Social Media-Like Instructional Approach
DOI:
https://doi.org/10.24059/olj.v26i3.3340Keywords:
Gameful experience, gamification, social media, social presence, disruptive innovation theory, disruptive technologyAbstract
This descriptive study offers lessons learned from students’ experiences with a gamified, social media-like instructional approach in eighteen courses from spring 2021 through spring 2022. Researchers at a mid-sized university in the southeastern United States leveraged Christensen’s (2011) disruptive innovation theory as a guiding framework to explore student satisfaction with this instructional method. This first phase of the study measures learner satisfaction with this approach using the Ritzhaupt (2019) Electronic Learning Satisfaction Survey (eLSS). Preliminary results suggest that learners (n=145) rated their experience with this disruptive technology above average on all Likert scale questions on the eLSS. Identified best practices for instructional design using similar approaches include repeating the game rules, reframing the purpose beyond the game, helping students appreciate their community, guiding students to lead their own posts and gain reactions, and thwarting those trying to game the system. Initial findings across multiple courses suggest that instructors can leverage the gameful experience and social media-like engagement to foster critical connections and increase course satisfaction.
References
Bandura, A. (1982). Self-efficacy mechanism in human agency.
American psychologist, 37(2), 122.
Bencsik, A., Horváth-Csikós, G., & Juhász, T. (2016). Y and Z generations at workplaces. Journal of Competitiveness, 8(3).
Blaschke, L. M. (2012). Heutagogy and lifelong learning: A review of heutagogical practice and self-determined learning. The International Review of Research in Open and Distance Learning, 13(13). http://www.irrodl.org/index.php/irrodl/article/view/1076
Chen, C. C., Huang, C., Gribbins, M., & Swan, K. (2018). Gamify online courses with tools built into your learning management system (LMS) to enhance self-determined and active learning. Online Learning, 22(3), 41-54.
Christensen, C. M., Horn, M. B., Caldera, L., & Soares, L. (2011). Disrupting college: How disruptive innovation can deliver quality and affordability to postsecondary education. Innosight Institute.
Christensen, C. M., McDonald, R., Altman, E. J., & Palmer, J. (2016). Disruptive innovation: Intellectual history and future paths (pp. 1-52). Cambridge, MA: Harvard Business School.
Conklin, S., Barreto, D., & Dorgan, T. (2019). The impact of social media on social presence. Australian Educational Computing, 34(1).
Conrad, R. M., & Donaldson, J. A. (2012). Continuing to engage the online learner: More activities and resources for creative instruction. John Wiley & Sons.
Cook, V. S., & Gregory, R. L. (2018). Emerging technologies: It's not what "you" say—It's what "they" do. Online Learning, 22(3), 121-130.
Deterding, S. (2012). Gamification: Designing for motivation. Interactions, 19(4), 14-17.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining ‘Gamification.’ Proceedings of the 15th International Academic MindTrek Conference, Tampere, Finland: ACM. 9–15.
Ensmann, S., Whiteside, A., Gomez-Vasquez, L., Sturgill R. (2021). Connections before curriculum: The role of social presence during COVID-19 emergency remote learning for students. Online Learning Journal 25(3), 36-56.
Eppmann, R., Bekk, M., & Klein, K. (2018). Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX]. Journal of Interactive Marketing, 43, 98-115.
Flavin, M. (2012). Disruptive technologies in higher education. Research in Learning Technology, 20.
Green, S. B. & Salkind, N. J. (2005). Using SPSS for Windows and Macintosh: Analyzing and understanding data (4th ed.). New Jersey: Pearson.
Greener, S. L. (2020). COVID-19: A stimulus to 2020 vision. Interactive Learning Environments, 28(6), 656-657.
Hung, A. C. Y. (2017). A critique and defense of gamification. Journal of Interactive Online Learning, 15(1).
Huotari, K & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27(1) 21–31.
Justice, L. J. & Ritzhaupt, A. D. (2015). Identifying the barriers to games and simulations in education: Creating a valid and reliable survey. Journal of Educational Technology Systems, 44(1), 86-125.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
Kapp, K. M. (2016). Gamification designs for instruction. In C.M. Reigeluth, B.J. Beatty, R.D. Myers (Eds.), Instructional-Design Theories and Models: Volume IV (pp. 367-400). Routledge, 2016.
Koehler, A.A., Vilarinho-Pereira, D.R. (2021). Using social media affordances to support ill-structured problem-solving skills: Considering possibilities and challenges. Education Technology Research Development. https://doi.org/10.1007/s11423-021-10060-1
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York and Cambridge, UK: Cambridge University Press.
Le Busque, B., & Mingoia, J. (2021). Getting social: Postgraduate students use of social media. Studies in Continuing Education, 1–17. https://doi.org/10.1080/0158037x.2021.1989396
Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 2018. CEUR-WS.
Martin, M. C., Martin, M. J., & Feldstein, A. P. (2017). Using Yellowdig in marketing courses: An analysis of individual contributions and social interactions in online classroom communities and their impact on student learning and engagement. Global Journal of Business Pedagogy, 1(1), 55.
Meyer, K. A. (2011). Is online learning a disruptive innovation? Planning for Higher Education, 39(4), 44-53.
Motz, B.A., Quick, J.D., Wernert, J.A., & Miles, T.A. (2021). A pandemic of busywork: Increased online coursework following the transition to remote instruction is associated with reduced academic achievement. Online Learning, 25(1), 70-85. https://doi.org/10.24059/olj.v25i1.2475
Mustafa, A. S., & Karimi, K. (2021). Enhancing gamified online learning user experience (UX): A systematic literature review of recent trends. Human-Computer Interaction and Beyond-Part I, 74-99.
Nelimarkka, M., Leinonen, T., Durall, E., & Dean, P. (2021). Facebook is not a silver bullet for teachers’ professional development: Anatomy of an eight-year-old social-media community. Computers & Education, 173, 104269. https://doi.org/10.1016/j.compedu.2021.104269
Ritzhaupt, A. (2019). Measuring learner satisfaction in self-paced e-learning environments: Validation of the Electronic Learner Satisfaction Scale (eLSS). International Journal on E-Learning, 18(3), 279-299.
Sohoni, T. (2019). Harnessing the power of social media in the classroom: Challenging students to create content to share on social media sites to improve learning outcomes. Journal of Criminal Justice Education, 30(3), 389–406. https://doi.org/10.1080/10511253.2018.1538420
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-206.
Twigg, C.A. (2003). Improving learning and reducing costs: New models for online learning. EDUCAUSE Review, 38(5), 28-38. https://www.learntechlib.org/p/97374/.
Ulrich, J., & Karvonen, M. (2011). Faculty instructional attitudes, interest, and intention: Predictors of Web 2.0 use in online courses. The Internet and Higher Education, 14(4), 207-216.
Uz Bilgin, C., & Gul, A. (2020). Investigating the effectiveness of gamification on group cohesion, attitude, and academic achievement in collaborative learning environments. TechTrends, 64(1), 124-136.
Vygotsky, L. S. (1997). The collected works of LS Vygotsky: Problems of the theory and history of psychology, 3. Springer Science & Business Media.
Vygotsky, L. S. (1978). Mind and society: The development of higher mental processes. Harvard University Press.
Wenger, E. (1998). Communities of practice: Learning, meaning, and identity. Cambridge: Cambridge University Press.
Wenger, E. (2000). Communities of practice and social learning systems: the career of a concept. In Social learning systems and communities of practice (pp. 179-198). Springer, London.
Whiteside, A.L. (2015). Introducing the social presence model to explore online and blended learning experiences. Online Learning Journal, 19(2). https://doi.org/10.24059/olj.v19i2.453
Whiteside, A. L. (2017). Understanding social presence as a critical literacy: Introduction to part four. In A. L. Whiteside, A. Garrett Dikkers, & K. Swan (Eds.) Social presence in online learning: Multiple perspectives on research and practice (pp. 133-142). Stylus Publishing, LLC.
Whiteside, A. L., Ensmann, S. Y. (2021, November 18). Strategies for college-level student engagement in multiple modalities: Learning from a longitudinal study on Yellowdig, a community-building platform designed for collaboration, social presence, and gamification. Florida Educational Research Association Graduate Student Business Meeting Luncheon. Tampa, Florida.
Wingard, R. G. (2004). Classroom teaching changes in web-enhanced courses: A multi-institutional study. EDUCAUSE Quarterly, 27(1). http://www.educause.edu/pub/eq/eqm04/eqm0414.asp
Zimmerman, B. J. (2008). Investigating self-regulation and motivation: Historical background, methodological developments, and future prospects. American Educational Research Journal, 45(1), 166-183
Downloads
Published
Issue
Section
License
As a condition of publication, the author agrees to apply the Creative Commons – Attribution International 4.0 (CC-BY) License to OLJ articles. See: https://creativecommons.org/licenses/by/4.0/.
This licence allows anyone to reproduce OLJ articles at no cost and without further permission as long as they attribute the author and the journal. This permission includes printing, sharing and other forms of distribution.
Author(s) hold copyright in their work, and retain publishing rights without restrictions