Game-Based Learning in Large-Scale MOOCs: A Study of Motivation and Performance

Game-based learning (GBL) is used to improve learner engagement in massive open online courses (MOOCs). This study examines whether a simple game-based formative assessment can improve motivation and performance in a MOOC on Introduction to Cyber Security. A total of 1,071 learners were randomly assigned to either a game-based quiz or a traditional quiz with the same content. Learners in the game-based group scored higher (M = 9.10, SD = 1.13) than those in the control group (M = 8.12, SD = 2.68), t(834) = 7.60, p < .001, d = 0.48. The motivation scale showed good reliability and a single-factor structure. Within the GBL group, activity scores were positively related to post-test performance (r = .29, p < .001). Since both groups received immediate feedback, the difference may be linked to interaction design. The results suggest that simple game-based activities can support learning in MOOCs.

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Publication Details

Journal
Journal of Educational Technology Systems
Published
2026-05-19
DOI
https://doi.org/10.1177/00472395261452397
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Game-Based Learning in Large-Scale MOOCs: A Study of Motivation and Performance

Journal of Educational Technology Systems
Educational Games and Gamification
article

Game-Based Learning in Large-Scale MOOCs: A Study of Motivation and Performance

article en

Abstract

Game-based learning (GBL) is used to improve learner engagement in massive open online courses (MOOCs). This study examines whether a simple game-based formative assessment can improve motivation and performance in a MOOC on Introduction to Cyber Security. A total of 1,071 learners were randomly assigned to either a game-based quiz or a traditional quiz with the same content. Learners in the game-based group scored higher (M = 9.10, SD = 1.13) than those in the control group (M = 8.12, SD = 2.68), t(834) = 7.60, p < .001, d = 0.48. The motivation scale showed good reliability and a single-factor structure. Within the GBL group, activity scores were positively related to post-test performance (r = .29, p < .001). Since both groups received immediate feedback, the difference may be linked to interaction design. The results suggest that simple game-based activities can support learning in MOOCs.

Journal of Educational Technology Systems
Uttarakhand Open University (IN)
Uttarakhand State Council for Science and Technology
Quality Education
Openalex Percentile: Top 3%
Educational Games and Gamification
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