ASSESSING THE LEARNER EXPERIENCE ON A GAMIFICATION PLATFORM FOR SOCIAL ENGAGEMENT /
SAHR TAYIYOR ANSUMANA ; SUPERVISOR: ASSOC. PROF. DR. MÜESSER NAT
- ix, 68 sheets: tables; 30 cm. + 1 CD-ROM
Thesis (MSc) - Cyprus International University. Institute of Graduate Studies and Research Management Information Systems Department
Includes bibliography (sheets 56-62)
This study explores the dynamics of user engagement and user experience within a gamification platform designed for social engagement in postgraduate education, focusing on the context of Prompt Engineering. The research investigates four of the gamification platform’s metrics, which are learner activity, time spent, active participation and peer interaction, and their influence of on user experience, with a specific focus on the mediating role of user experience in learner social engagement. Utilizing a sample of 50 participants, the study employs a quantitative methodology using metrics, the learners’ backlogs in the platform, and participant feedback through a comprehensive questionnaire at the end of their journey in the platform. The findings reveal nuanced patterns of user engagement, emphasizing the impact of interactive and gamified elements on participant interest. Additionally, the study introduces a mediation model highlighting that there is a pivotal role of user experience in linking these gamification metrics to users’ social engagement. The results offer theoretical insights into the mechanisms underlying effective gamified learning experiences, contributing to the broader discourse on social engagement in education. Implications for platform design, managerial practices, and avenues for future research are discussed, providing a holistic perspective on the integration of gamification for enhanced social learning experiences into postgraduate studies.