Using persuasive system design principles to evaluate two next generation digital learning environments

Christopher Cheong, Justin Filippou, France Cheong, Johanna Pirker, Christian Gütl*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

The landscape of higher education is shifting as the expectations of modern students move towards increased integration of digital technology in their learning environments. As such, there is a strong need for Next Generation Digital Learning Environments (NGDLEs). Two examples of NGDLEs are Motivational Active Learning (MAL) and Task-Test-Monitor (TTM). Each was designed with a foundation of established learning theories. For these systems to be effective in improving student motivation and engagement however, they need to be persuasive. In this study, we evaluate the inherent persuasion of these two NGDLEs using the Persuasive Systems Design framework. The results show that MAL features more persuasive system characteristics than TTM. However, both are likely to persuade students. MAL’s use of gamification adds a considerable amount of persuasiveness by leveraging social support, and provided justification for future NGDLEs to follow a similar path. This could lead to improvements in the design of e-learning systems in general.

Original languageEnglish
Title of host publicationInteractive Collaborative Learning - Proceedings of the 19th ICL Conference - Volume 2
EditorsMichael E. Auer, James Uhomoibhi, David Guralnick
PublisherSpringer-Verlag Italia
Pages256-268
Number of pages13
ISBN (Print)9783319503394
DOIs
Publication statusPublished - 1 Jan 2017
Event19th International Conference on Interactive Collaborative Learning, ICL 2016 - Belfast, United Kingdom
Duration: 21 Sep 201623 Sep 2016

Publication series

NameAdvances in Intelligent Systems and Computing
Volume545
ISSN (Print)2194-5357

Conference

Conference19th International Conference on Interactive Collaborative Learning, ICL 2016
CountryUnited Kingdom
CityBelfast
Period21/09/1623/09/16

Keywords

  • Gamification
  • Learning
  • Motivation
  • Persuasive systems

ASJC Scopus subject areas

  • Control and Systems Engineering
  • Computer Science(all)

Fingerprint Dive into the research topics of 'Using persuasive system design principles to evaluate two next generation digital learning environments'. Together they form a unique fingerprint.

Cite this