Exploring the relationship of learning engagement, learning interaction, and learning outcomes in gamified massive open online courses.

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Title: Exploring the relationship of learning engagement, learning interaction, and learning outcomes in gamified massive open online courses.
Authors: Yusoff, Azizul Mohd1,2 azizulkksl@gmail.com, Salam, Sazilah1 sazilah@utem.edu.my, Mohamad, Siti Nurul Mahfuzah1 mahfuzah@utem.edu.my, Pudjoatmodjo, Bambang1,3 bpudjoatmodjo@telkomuniversity.ac.id
Source: International Journal of Electrical & Computer Engineering (2088-8708). Jun2026, Vol. 16 Issue 3, p1329-1338. 10p.
Subjects: Massive open online courses, Gamification, Educational technology, Student engagement, Structural equation modeling, Online education, Educational outcomes
Abstract: This study investigates the interplay between learning engagement, interaction, and outcomes within the context of gamified massive open online courses (G-MOOCs). By synthesizing literature on MOOCs, gamification, and user engagement, the research identifies significant correlations among these variables. Utilizing a structural equation model partial least squares (SEM-PLS) approach, the study analyzes data from a survey of Bachelor of Computer Science students at a technical and vocational education and training (TVET) public university. Results indicate that both learning engagement and interaction significantly influence learning outcomes, with optimal results achieved when both factors are high. These findings highlight the potential of gamification to enhance educational experiences and suggest directions for future research in gamified learning environments. [ABSTRACT FROM AUTHOR]
Copyright of International Journal of Electrical & Computer Engineering (2088-8708) is the property of Institute of Advanced Engineering & Science and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Engineering Source
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  Data: Exploring the relationship of learning engagement, learning interaction, and learning outcomes in gamified massive open online courses.
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  Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Electrical+%26+Computer+Engineering+%282088-8708%29%22">International Journal of Electrical & Computer Engineering (2088-8708)</searchLink>. Jun2026, Vol. 16 Issue 3, p1329-1338. 10p.
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  Data: <searchLink fieldCode="DE" term="%22Massive+open+online+courses%22">Massive open online courses</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+technology%22">Educational technology</searchLink><br /><searchLink fieldCode="DE" term="%22Student+engagement%22">Student engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Structural+equation+modeling%22">Structural equation modeling</searchLink><br /><searchLink fieldCode="DE" term="%22Online+education%22">Online education</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+outcomes%22">Educational outcomes</searchLink>
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  Data: This study investigates the interplay between learning engagement, interaction, and outcomes within the context of gamified massive open online courses (G-MOOCs). By synthesizing literature on MOOCs, gamification, and user engagement, the research identifies significant correlations among these variables. Utilizing a structural equation model partial least squares (SEM-PLS) approach, the study analyzes data from a survey of Bachelor of Computer Science students at a technical and vocational education and training (TVET) public university. Results indicate that both learning engagement and interaction significantly influence learning outcomes, with optimal results achieved when both factors are high. These findings highlight the potential of gamification to enhance educational experiences and suggest directions for future research in gamified learning environments. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
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  Data: <i>Copyright of International Journal of Electrical & Computer Engineering (2088-8708) is the property of Institute of Advanced Engineering & Science and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.11591/ijece.v16i3.pp1329-1338
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      – Code: eng
        Text: English
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        Type: general
      – SubjectFull: Gamification
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      – SubjectFull: Educational technology
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      – SubjectFull: Student engagement
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      – SubjectFull: Structural equation modeling
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      – SubjectFull: Online education
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              Text: Jun2026
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              Y: 2026
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