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Persuasive design som redskap för beteendeförändring: En studie om studenters motivation till inlärning på MOOC-plattformar
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
2019 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Persuasive design as a tool for behavior change : A study on students motivation for learning on MOOC platforms (English)
Abstract [sv]

Syftet med studien är att undersöka vilka designprinciper på en MOOC-plattform som kan anses ha en positiv påverkan på motivationen till studenters beteendeförändringar inom en lärandemiljö. Detta genom att jämföra funktioner på MOOC-plattformen Sololearn med designprinciper från ramverket Persuasive Systems Design Model (PSD). En kvalitativ forskningsansats utfördes bestående av en dagboksmetod där åtta (8) informanter fick använda och utvärdera plattformens funktionalitet. Dagböckerna låg sedan till grund för en semi-strukturerad intervju baserad på ramverken PSD och Foggs beteendemodell med stöd av gamification. Resultatet visade att designprinciperna reduktion, självkontroll, övning, social jämförelse, belöning, konkurrens, estetiskt tilltalande, vägledande, kontrollerbarhet, trovärdighet, social inlärning och normativt inflytande hade en positiv påverkan på studenters motivation till beteendeförändring. Designprinciperna grundar sig i individuella, sociala och funktionella behov.

Abstract [en]

The purpose of the study is to investigate which design principles on a MOOC-platform that can be considered to have a positive impact on the motivation for students' behavioral changes within a learning environment. This is done by comparing features of the MOOC-platform Sololearn with design principles from the framework Persuasive Systems Design Model (PSD). A qualitative research approach was carried out consisting of a diary method where eight informants interacted with and evaluated the platform's functionality. The diaries then formed the basis for a semi-structured interview based on the theoretical framework’s PSD, Fogg's behavior model and gamification theories. The results showed that the design princples reduction, self-monitoring, rehearsal, social comparison, reward, competition, liking, tunneling, verifiability, trustworthiness, social learning and normative influence had a positive impact on students' motivation for behavior change. These design principles are based on individual, social and functional needs.

Place, publisher, year, edition, pages
2019. , p. 63
Keywords [en]
Persuasive design, Fogg's behavior model FBM, gamification, Persuasive Systems Design Model, PSD, thematic analysis, diary method, qualitative, design principles, motivation, MOOC, learning
Keywords [sv]
Persuasive design, Foggs beteendemodell FBM, gamification, Persuasive Systems Design Model, PSD, tematisk analys, dagboksmetod, kvalitativ, designprinciper, motivation, MOOC, lärande
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:sh:diva-40388OAI: oai:DiVA.org:sh-40388DiVA, id: diva2:1415019
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2020-03-17 Created: 2020-03-16 Last updated: 2020-03-17Bibliographically approved

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2223242526272825 of 50
CiteExportLink to record
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Citation style
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Language
  • de-DE
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