Gamification of the Online Course “Investment Readiness”
Plorina, Alina (2023)
Plorina, Alina
2023
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023060117177
https://urn.fi/URN:NBN:fi:amk-2023060117177
Tiivistelmä
This paper explains online learning and gamification, as two emerging trends in the fields of online
education, share common attributes and characteristics. Despite the prevalence of numerous
studies, the theoretical foundation for the integration of gamification is fragmented and lacks a
comprehensive framework in academic literature. Most of these studies use qualitative methods,
while there is a lack of quantitative studies.
This paper contains an introduction, a theoretical part that presents a brief excursus into the history
of distance learning, online education, and gamification tendencies, as well as research methods.
It also has an empirical part, including data analysis and results leading to the evaluation and
conclusion.
The study used mixed-methods research combining qualitative and quantitative methods to collect
and analyze data from multiple sources, with the aim of providing a more comprehensive and
nuanced understanding of the research topic.
In conclusion, the results of the research show the positive impact of gamification on the motivation
of learners taking the online course Investment Readiness. The grounds for these conclusions are
given by both the review of theoretical sources and empirical studies presented in this paper. The
information presented in the thesis has practical importance for further modification of the online
course in order to improve the engagement and completion rates.
education, share common attributes and characteristics. Despite the prevalence of numerous
studies, the theoretical foundation for the integration of gamification is fragmented and lacks a
comprehensive framework in academic literature. Most of these studies use qualitative methods,
while there is a lack of quantitative studies.
This paper contains an introduction, a theoretical part that presents a brief excursus into the history
of distance learning, online education, and gamification tendencies, as well as research methods.
It also has an empirical part, including data analysis and results leading to the evaluation and
conclusion.
The study used mixed-methods research combining qualitative and quantitative methods to collect
and analyze data from multiple sources, with the aim of providing a more comprehensive and
nuanced understanding of the research topic.
In conclusion, the results of the research show the positive impact of gamification on the motivation
of learners taking the online course Investment Readiness. The grounds for these conclusions are
given by both the review of theoretical sources and empirical studies presented in this paper. The
information presented in the thesis has practical importance for further modification of the online
course in order to improve the engagement and completion rates.
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