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Service Design Assignment 2
Service Design Assignment 2
Service Design Assignment 2
Many theories have been proposed to explain what motivates student behavior during learning, but
with the digitalization of this process in recent years, the question shifts towards learning in the digital
space. The following review of literature confirms that there is a problem with the lack of motivation in
e-learning environments, discusses a specific gamification solutions and concludes that gamification, and
especially the usage of progress bars and badges is a good way to motivate the students, participating in
e-learning.
E-learning environments capable of keeping learner’s curiosity and focused on building strong teacher-
student relationships are the most effective in terms of offering a good learning experience. But this is
not an easy task, as Mozelius, Peter & Collin, Jonas & Olsson, Marie (2015) suggest, because courses in a
virtual environment can leave recently enrolled participants in a state of loneliness, confusion, and
boredom. Learning of new content or skills, for which a schema in long term memory is lacking, can
cause the learner’s limited working memory to overload. This overload can result in unconfident and
even anxious learners, which can lead to a failing learning process and course drop‐out (Mozelius et al.,
2015). The two techniques to increase learner control and motivation proposed in their study are
visualization and gamification.
In a world where digital transformation is happening at a rapid pace, the e-learning platforms will only
continue to increase in number and size, especially in times of pandemic. Researching how to make the
e-learning experience better and to motivate the students more is essential for the success of these
digital platforms. Guided from that need, the literature reviewed in this document defines the overall
issue and offers some solutions. The insights gained from this study will serve us well in our service
design project focused on the e-learning platform for candidate-students.
References:
Mozelius, Peter & Collin, Jonas & Olsson, Marie. (2015). Visualisation and gamification of e-Learning - Attitudes
among course participants. Proceedings of the International Conference on e-Learning, ICEL. 2015.
Andika Y. Utomo and Harry B. Santoso. (2015). Development of gamification-enriched pedagogical agent for e-
Learning system based on community of inquiry. Association for Computing Machinery, New York, NY, USA, 1–9