Yusoff, Azizul Mohd
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Analyzing learners' perceptions of engagement and learning interaction in gamified massive open online courses for TVET using SEM-PLS Yusoff, Azizul Mohd; Salam, Sazilah; Mohamad, Siti Nurul Mahfuzah; Saputro, Rujianto Eko
International Journal of Electrical and Computer Engineering (IJECE) Vol 16, No 3: June 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v16i3.pp1319-1328

Abstract

The introduction of gamified massive open online courses (G-MOOCs) represents a novel advancement in technical and vocational education and training (TVET). The use of gamification in education has been shown to increase engagement and motivation, which are crucial for effective learning. However, there is limited research on the specific impacts of G-MOOCs on learner outcomes in TVET. A key feature of G-MOOCs is the integration of gamification elements to enhance learner engagement and interest. This research employs structural equation modelling with partial least squares (SEM-PLS) to examine learners' perceptions of their participation and learning experiences in G-MOOCs for TVET. Specifically, the study aims to identify how gamification approaches such as fun, engagement, and learner interaction influence knowledge acquisition, skills development, satisfaction, and overall learning outcomes. The analysis reveals that G-MOOCs have a strong positive correlation (0.505) with learning engagement. Additionally, learning engagement significantly moderates learning outcomes (p=0.002). Interaction also has a significant impact (p=0.381) on learning outcomes. Overall, the findings indicate a significant positive relationship between learners' activities and their performance in G-MOOCs.
Exploring the relationship of learning engagement, learning interaction, and learning outcomes in gamified massive open online courses Yusoff, Azizul Mohd; Salam, Sazilah; Mohamad, Siti Nurul Mahfuzah; Pudjoatmodjo, Bambang
International Journal of Electrical and Computer Engineering (IJECE) Vol 16, No 3: June 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v16i3.pp1329-1338

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.