A needs analysis for designing a gamification-based MOOC in English for specific purposes

Research on the integration of Massive Open Online Courses (MOOCs), English for Specific Purposes (ESP), and gamification faces critical gaps, notably the lack of comprehensive exploration into learning needs and preferences in this amalgamation. This study aims to address these gaps by conducting a needs analysis and informing the design of a gamification-based MOOC for ESP. To address its aim, we conducted a comprehensive investigation into the learning needs and preferences of 43 Informatics Engineering students at Universitas Negeri Malang. Our survey encompasses four critical dimensions: Learning Needs and Preferences (LNP), Challenges in ESP Learning (CiESP), Learning Approaches and Preferences (LAP), and Integrating Gamification Elements (IGE). Our findings not only provide valuable insights into the students’ specific educational needs and challenges in ESP learning but also illuminate their preferred learning approaches and the effective integration of gamification elements. These insights are pivotal for the design and development of a gamified-MOOC for ESP course, ensuring they align with students’ individual preferences and requirements. By doing so, this study contributes significantly to the ongoing discourse on ESP education enhancement, ultimately augmenting the effectiveness of MOOCs in ESP instruction, and facilitating more engaging and tailored learning experiences for students.

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Publication Details

Journal
Studies in Linguistics Culture and FLT
Published
2025-04-15
DOI
https://doi.org/10.46687/ulrs1031
Citations
2
Primary Topic
Online Learning and Analytics
Type
article
Field-Weighted Citation Impact
3.39
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article

A needs analysis for designing a gamification-based MOOC in English for specific purposes

Evi Eliyanah, Joko Slamet, Francisca Maria Ivone, Yazid Basthomi
2 citations
Studies in Linguistics Culture and FLT
Online Learning and Analytics
3.39
article

A needs analysis for designing a gamification-based MOOC in English for specific purposes

Evi Eliyanah, Joko Slamet, Francisca Maria Ivone, Yazid Basthomi
article en
2 citations

Abstract

Research on the integration of Massive Open Online Courses (MOOCs), English for Specific Purposes (ESP), and gamification faces critical gaps, notably the lack of comprehensive exploration into learning needs and preferences in this amalgamation. This study aims to address these gaps by conducting a needs analysis and informing the design of a gamification-based MOOC for ESP. To address its aim, we conducted a comprehensive investigation into the learning needs and preferences of 43 Informatics Engineering students at Universitas Negeri Malang. Our survey encompasses four critical dimensions: Learning Needs and Preferences (LNP), Challenges in ESP Learning (CiESP), Learning Approaches and Preferences (LAP), and Integrating Gamification Elements (IGE). Our findings not only provide valuable insights into the students’ specific educational needs and challenges in ESP learning but also illuminate their preferred learning approaches and the effective integration of gamification elements. These insights are pivotal for the design and development of a gamified-MOOC for ESP course, ensuring they align with students’ individual preferences and requirements. By doing so, this study contributes significantly to the ongoing discourse on ESP education enhancement, ultimately augmenting the effectiveness of MOOCs in ESP instruction, and facilitating more engaging and tailored learning experiences for students.

Studies in Linguistics Culture and FLTVol. 13(1)
State University of Malang (ID)
Quality Education
Openalex Percentile: Top 7%
Online Learning and Analytics
3.39
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A needs analysis for designing a gamification-based MOOC in English for specific purposes — Evi Eliyanah, Joko Slamet, et al. · Studies in Linguistics Culture and FLT (2025) | TGRS Research Map | TGRS