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The Effects of Gamification of e-Learning Platforms on Engagement: Focusing on Moderating Effects of Interaction, Difficulty, and Length

e-러닝 플랫폼의 게임화가 인게이지먼트에 미치는 영향: 상호작용, 스터디 난이도, 스터디 길이의 조절효과를 중심으로

  • Ohsung Kim (Industry-University Cooperation Foundation, Chungbuk National University Chungbuk Pro Makercenter) ;
  • Jungwon Lee (Sejong Research Institute, Korea University)
  • 김오성 (충북대학교 충북 Pro메이커센터 ) ;
  • 이중원 (고려대학교 세종캠퍼스 세종경영연구소 )
  • Received : 2023.09.05
  • Accepted : 2023.12.10
  • Published : 2024.02.29

Abstract

Recently, e-learning platforms are rapidly growing by innovating the education industry by applying various IT technologies. Because student participation in the online environment is considered a prerequisite for learning, low participation rates are considered one of the most important issues determining the performance of e-learning platforms. Gamification has grown rapidly over the past decades and is highly valued for its applicability in education because it is expected to enhance learning motivation. However, despite the interest of researchers, previous studies have reported conflicting results on the effect of gamification on participation rates in the context of e-learning platforms, and have mainly studied structural gamification, but have not sufficiently addressed the effects of content gamification. In this context, this study aims to analyze the effect of content gamification on e-learning platform engagement and to explore the boundary conditions moderating this effect. For empirical analysis, 5,017 data registered from February 11, 2022 to May 31, 2022 were analyzed for the education platform entry (https://playentry.org). The propensity score matching method and Poisson multilevel regression model were applied as analysis methods. As a result of the analysis, content gamification had a statistically significant effect on engagement, and the interaction effects of interaction and content difficulty were statistically significant.

최근 e-러닝 플랫폼은 다양한 IT 기술을 적용하여 교육산업을 혁신하며 빠르게 성장하고 있다. 온라인 환경에서의 학생 참여는 학습에 필요한 전제 조건으로 간주 되기 때문에 낮은 참여율은 e-러닝 플랫폼 성과를 결정하는 가장 중요한 문제 중 하나로 여겨지고 있다. 한편 게임화는 지난 수십 년 동안 급속도로 성장했으며 학습 동기를 개선할 것으로 기대되기 때문에 효용 가치가 높게 평가되고 있다. 하지만, 연구자들의 관심에도 불구하고 선행연구는 e-러닝 플랫폼의 맥락에서 게임화가 참여율에 미치는 영향에 관해 상반된 결과를 보고하였으며, 구조적 게임화를 주로 연구하였을 뿐 콘텐츠 게임화의 효과에 대해서는 충분히 다루지 않았다는 한계점이 있다. 본 연구는 이러한 맥락에서 콘텐츠 게임화가 e-러닝 플랫폼 인게이지먼트에 미치는 영향을 분석하고 이러한 효과를 조절하는 경계조건을 탐색하고자 한다. 실증분석을 위해서는 네이버 커넥트재단에서 개발하고 운영하는 엔트리(playentry.org)를 대상으로 2022년 2월 11일부터 2022년 5월 31일까지 엔트리 공유하기에 등록된 5,017개의 데이터를 분석하였다. 분석방법으로는 성향점수매칭과 다수준 포아송 회귀모형을 적용하여 분석하였다. 분석결과 콘텐츠 게임화는 인게이지먼트에 통계적으로 유의한 영향을 미쳤으며, 상호작용, 콘텐츠 난이도의 상호작용 효과는 통계적으로 유의하였다.

Keywords

Acknowledgement

이 논문은 2022년도 네이버 커넥트재단 연구 과제 공모 지원을 받아 수행된 연구임.

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