2020
DOI: 10.1177/0273475320968252
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Learning Marketing Online: The Role of Social Interactions and Gamification Rewards

Abstract: Online learning is a powerful option for professional development in various careers, including marketing. However, massive open online courses (MOOCs) tend to face an issue of course dropouts, and this cannot only be attributed to factors like course content or value. Social interactions among students and interest-generating elements of MOOCs are equally important elements of online learning ecosystems. Therefore, this study approaches the problem from the perspective of the social exchange theory with insig… Show more

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Cited by 34 publications
(44 citation statements)
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References 76 publications
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“…Kyewski and Krämer ( 2018 ) Badges Self-determination theory SDT (Ryan & Deci, 2000 ) Social comparison theory 8. Dikcius et al ( 2021 ) Rewards The social exchange theory (SET) The cognitive evaluation theory (CET) 9. Yildirim ( 2017 ) Emotions, Constraints in design, Advancement structure, Narration technique, Chance, Competition, Cooperation, Exchange, Challenge, Points, Badges, Levels, XP, Leaderboards, Medals A method combining gamification principles for determining additional educational attainments and the framework (Allen, 2007 ) to balance the difficulty of levels 10.…”
Section: Results Of the Searchmentioning
confidence: 99%
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“…Kyewski and Krämer ( 2018 ) Badges Self-determination theory SDT (Ryan & Deci, 2000 ) Social comparison theory 8. Dikcius et al ( 2021 ) Rewards The social exchange theory (SET) The cognitive evaluation theory (CET) 9. Yildirim ( 2017 ) Emotions, Constraints in design, Advancement structure, Narration technique, Chance, Competition, Cooperation, Exchange, Challenge, Points, Badges, Levels, XP, Leaderboards, Medals A method combining gamification principles for determining additional educational attainments and the framework (Allen, 2007 ) to balance the difficulty of levels 10.…”
Section: Results Of the Searchmentioning
confidence: 99%
“…This is in line with the findings of other recent studies, such as van Gaalen et al ( 2021 ) and Kalogiannakis et al ( 2021 ). Indeed, of the 39 primary studies analyzed in our systematic review, only nine papers (Smith, 2017 ; Kyewski & Krämer, 2018 ; Pilkington, 2018 ; Tsay et al, 2018 ; van Roy & Zaman, 2019 ; De-Marcos et al, 2020 ; Facey-Shaw et al, 2020 ; Sanchez et al, 2020 ; Dikcius et al, 2021 ) adapted theoretical approaches and used them as gamification approaches. These are a set of social and motivational theories resumed in a variety of six different theories, namely: self-determination theory-SDT, Social comparison theory, social exchange theory-SET, cognitive evaluation theory-CET, situated motivational affordance theory, theory of gamified learning (Landers, 2014 ) and user-centered design (Nicholson, 2012 ).…”
Section: Results Of the Searchmentioning
confidence: 99%
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“…Within cognitive evaluation theory (CET; Deci et al, 1999), users anticipated (expected) rewards accumulate their engagement, motivation and enjoyment. In a recent study, Dikcius et al (2021) found that individuals offered expected rewards had higher perceived enjoyment.…”
Section: Reward For Activitiesmentioning
confidence: 95%
“…Romero-Frías et al (2020) have conducted confirmatory factor analysis using LISREL and then applied cluster analysis to understand student motives for MOOCs. Dikcius et al (2020) have used logistics regression to understand the role of social interactions and gamification on MOOC satisfaction. Seven studies have conducted multiple regression (Al-Shami et al, 2018;Ma & Lee, 2018).…”
Section: Methodsmentioning
confidence: 99%