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Motivation and E-Learning Wiedemer
Motivation and E-Learning Wiedemer
in Different Audiences
Michele B. Wiedemer
LTEC 5300.021
in Different Audiences
Delivering self-paced instruction via e-learning is beneficial in many ways, but also has
some challenges. A primary challenge is that if learners are not motivated to complete the
course, they will not gain the learning outcomes. Different learner populations have different
levels of motivation for completing e-learning courses. Two approaches for potentially
overcoming this challenge include gamification, and a flipped classroom (or blended learning).
These approaches have been tested with different audiences with some success, though often
Motivation influences the choices and effort applied by a learner (Kim et al., 2020).
Self-determination theory looks at the factors that can support or inhibit motivation (Ryan &
Deci, 2020). Self-determination theory assumes that people want to grow through learning and
connection, but that this process is not always automatic (Ryan & Deci, 2020).
According to self-determination theory, there are three basic needs that, when unmet or
thwarted, can damage motivation for learning (Ryan & Deci, 2020). The first need is autonomy,
or a sense of having initiative and taking ownership in our own actions. The second need is
competence, or the feeling that we can succeed, gain knowledge, and master skills. The third
need is relatedness, or a sense of belonging and connection (Ryan & Deci, 2020).
learning experience. For example, Ryan & Deci state that experiences of being externally
of autonomy lead to lower motivation, which leads to lower performance (Ryan & Deci, 2020).
Intrinsic motivation, defined as applying to activities done for curiosity and enjoyment, is
likely responsible for most learning for humans during their lifespan (Ryan & Deci, 2020). The
theory, includes four major subtypes for the behaviors generated through reasons outside the self,
including external regulation, introjection, identification, and integration (Ryan & Deci, 2020).
These four subtypes create a spectrum, which spans from highly external factors like
compliance, to attributes that are somewhat or mostly internalized (Ryan & Deci, 2020).
A person can begin an activity for more extrinsic motivation reasons, including external
rewards or punishments, but also for reasons like wanting to avoid shame or anxiety. However,
when the person starts to identify with an activity and connect it to their own values or reasons,
the motivation can become more autonomous. In this way, the activity begins to look more like
E-learning may be defined differently by different researchers. For example, Mabrur &
Suwartono include any learning enabled through computer and internet technologies, including
virtual learning and online learning (Mabrur & Suwartono, 2021). This paper is not considering
virtual classrooms (i.e., lectures through video conferencing software) and synchronous online,
or cohort-based experiences (weekly reading and computer discussion assignments) in the same
way as asynchronous learning done via computer (also known as web-based training or
computer-based training).
developments that make e-learning possible decrease the cost of learning to both institutions and
Motivation Challenges and Solutions for E-Learning Adoption in Different Audiences 3
students (Çelikbilek & Adıgüzel Tüylü, 2022). Zhou et al. suggest other advantages to
e-learning. Some requirements of traditional teaching (such as needing a classroom) are reduced
or removed. Learners can review content when - and how often they need to - in order to
reinforce learning. And digital resources can support improved learning efficiency (Zhou et al.,
2020). For example, learners appreciate being able to speed up videos where appropriate, or to
ensure their comprehension by checking a video transcript (Kakarougkas & Abdellatif, 2022).
Corporations may prefer digital training modules over traditional ones, due to the
flexibility and effectiveness for learners who complete the programs (Goopio & Cheung, 2021).
However, e-learning programs overall have a low completion rate (Liang et al., 2017).
Zhou et al. report that data from Harvard dataverse shows most learners enrolled in e-learning
from America (97.9%) and China (84.3%) are unable to complete the e-learning courses
successfully (Zhou et al., 2020). Massive open online courses (MOOCs) (which may have
challenges similar to more traditional e-learning) are also reported to have an average low
2020).
Several researchers have studied reasons for the high dropout rates and whether the lack
of completion of e-learning equates with a lack of learning. Hew & Chung’s systematic review of
literature in 2014 discovered 25 papers that focused on motivations and challenges of MOOCs
(Goopio & Cheung, 2021). Goopio & Cheung differentiate between e-learning courses (as being
more traditional online learning courses that are used in a variety of contexts) and MOOCs
(which can be taken for academic credit or for personal interest) specifically on the issue of
self-confidence or self-esteem, and would be discouraged from registering for other online
courses if they fail to complete one (Goopio & Cheung, 2021). Though this type of motivation is
a form of extrinsic motivation, according to Ryan & Deci, if the learner has a value of avoiding
that sense of failure, the motivation would become more autonomous (Ryan & Deci, 2020).
On the other hand, students in MOOCs may be motivated by something other than a
course completion certificate, such as curiosity (Goopio & Cheung, 2021). Since curiosity is one
of the defining features of intrinsic motivation (Ryan & Deci, 2020), the completion of the
course is not necessary to achieve the learner’s own personal goal (Goopio & Cheung, 2021).
Furthermore, Mesfin et al. suggest that not all e-learning is created equal. Some attributes
of well-designed e-learning include the effectiveness with which the courses are presented,
whether they provide easy access to additional resources, whether they encourage self-paced
learning, and whether they provide online assessment (Mesfin et al., 2018).
Goopio & Cheung point out that it is sometimes difficult to determine why learners drop
out of self-paced learning, because those learners are unlikely to complete post-course surveys
Alshammari noted the lack of studies relating to elementary school students’ use of
e-learning (Alshammari, 2020). His study experimented with sixth-grade elementary students
learning Arabic language through e-learning systems (Alshammari, 2020). Hubalovsky et al.
point out that skills for succeeding with e-learning may not be developed enough with younger
Mesfin et al. studied e-learning in Ethiopian high schools with hopes of reducing failure
students. They also collected student sentiment on e-learning (Chauhan et al., 2019). Their
conclusions include motivation as a factor (Chauhan et al., 2019). Kakarougkas & Abdellatif also
studied undergraduate students, and specifically looked at completion rates (Kakarougkas &
Abdellatif, 2022).
An example study looking at medical students’ use of e-learning found that extrinsic
When considering adult learning populations in a corporate setting, Beinicke & Kyndt
report that companies are considered market leaders when they implement e-learning programs
as part of their organizational performance improvement strategy (Beinicke & Kyndt, 2019).
An emerging audience differentiated from the previous populations are corporate external
learners, which may include business to business (B2B) or business to consumer (B2C) learners.
For example, He & Zhang studied digitalized interactive platforms with B2B and B2C customers
and included learning about products as one of the components of the study (He & Zhang, 2022).
While these audiences have not yet been subject to much academic research, Knihova has also
videos on YouTube (Knihova, 2020). Also, Eigenraam et al. studied how consumers engage with
brands, including learning practices, to create a taxonomy of digital engagement practices and
provide implications for managing digital customer engagement (Eigenraam et al, 2018).
Motivation Challenges and Solutions for E-Learning Adoption in Different Audiences 6
The term gamification has been applied to entertainment-oriented technology that is used
with utilitarian and productive purposes (Koivisto & Hamari, 2019). Marcu and Danubianu note
that the concept of gamification is better represented as describing an activity that provides a
game-like experience (Koivisto & Hamari, 2019). Mitchell et al. explain that gamification
involves the use of game components to bring about behavior change through entertainment,
especially when the learner audiences have defiance toward a particular task (Mitchell et. al,
affordances for knowledge in ways we find in normal games (Hsieh & Yang, 2020).
motivation, which helps organizations achieve their desired goals (Çeker & Özdamli, 2017).
e-learning systems evaluated the effect of gamification. Rather than comparing motivation for
completing e-learning with and without gamification, he looked at whether gamification would
(Alshammari, 2020). The results were that the gamified learning system yielded significantly
Roy and Zaman (2019) and Stuart et al. (2019) concluded that using games and
gamification systems in education motivates students to learn, and they support students’
psychological needs (Koivisto & Hamari, 2019). Using the self-determination theory
Koivisto & Hamari report that most companies and organizations are interested in
benefiting from gamification for inducing motivation and engagement based on business
analyses that predict positive prospects. Businesses have incorporated gamification for education
(Jayawardena, 2021).
Completion
To evaluate active learning approaches that promote student learning and to make
improvements over traditional lecture formats, Kakarougkas & Abdellatif looked at the Flipped
Classroom Approach (FCA) in university students studying molecular biology (Kakarougkas &
Abdellatif, 2022). FCA encourages students to engage with educational content (as videos or
reading material) outside the classroom. Then the classroom time is used for more active forms
of learning like discussion and group problem-solving (Kakarougkas & Abdellatif, 2022). This
study included the use of a learning management system (LMS) that delivered content. The LMS
also quizzed the students, and allowed instructors to monitor students’ engagement and
The Kakarougkas & Abdellatif study found that students had a consistently high rate of
completing assigned self-paced learning throughout the semester (Kakarougkas & Abdellatif,
2022). They had students self-report reasons for this finding, and concluded that because
students were interested in the topic (and therefore intrinsically motivated), they found the
assigned materials engaging (Kakarougkas & Abdellatif, 2022). Students also reported that the
Motivation Challenges and Solutions for E-Learning Adoption in Different Audiences 8
delivery and quality of the online materials were impressive. They especially appreciated the
Chauhan et al. reported a study from 2016 in which students had a clear preference for
computer-based modules, and that e-learning performed as well as traditional teaching (Chauhan
et al., 2019). However, the study conclusion was that e-learning should not replace more active
peer and instructor interactions, because the group had poor access rates to the e-learning module
(Chauhan et al., 2019). A notable percentage (44.8%) of participants in this study only accessed
the e-learning module once or not at all (Chauhan et al., 2019). The reported theory for this
finding is that students had a lack of motivation in the absence of live instruction (Chauhan et al.,
2019). The students in the study self-reported an opinion that a lecture followed by e-learning
would help them learn better in an undergraduate setting (Chauhan et al., 2019).
The Scott et al. study found that 30% of the medical student participants did use the
e-learning materials to improve their learning and prepare for their examination (Scott et al.,
2018). Students showed a preference for the digital resources over lectures and textbooks, but
Conclusion
Part of the challenge with evaluating benefits and challenges of e-learning is that from an
academic perspective, there is not universal agreement of what e-learning entails. A proposal for
that include: 1) short text blocks with accompanying relevant images and animations, 2) short
and focused videos, and 3) associated interactions and assessments. The interactions are what set
Under this definition, e-learning has been shown to be an effective way to help students
meet learning objectives. It has been used with various audiences over the last three or more
decades, and is becoming more popular and accessible, especially with web-based delivery.
Developing effective e-learning does require a skilled (but practical) instructional designer, who
often works in collaboration with subject matter experts. When organizations have a different
approach, or try to cut corners, they may not see the same kind of learning outcome results or
However, studies evaluating e-learning have an inconsistent approach beyond the failure
to use a standardized definition. They have looked at different factors that may influence
e-learning and its adoption by different audiences to solve learning problems. They have not
e-learning, even though e-learning requires a motivated learner in order to be successful. In fact,
Hubalovsky includes the ability to self-study as a necessity for study via e-learning (Hubalovsky
et al., 2019).
supplement to teacher-led learning. Many learning experts may consider that e-learning would
not be an appropriate method of study on its own for young students, who may not have fully
developed the ability for self-study yet (Hubalovsky et al., 2019). However, this is worth further
investigation, especially looking particularly at ways students may be curious and motivated to
e-learning in primary education as a support or supplement (as in the case of blended learning
approach) may be a good way to strengthen the curriculum (Hubalovsky et al, 2019).
Motivation Challenges and Solutions for E-Learning Adoption in Different Audiences 10
Once students get into high school, motivation starts to change, as students have many
different activities competing for their attention. Gamification is a way to tap into students’ own
values that could help convert the reasons for learning and completing e-learning to be more
intrinsically motivated. The flipped classroom is also an exciting possibility for engaging the
students and preparing them for more active learning (and to practice certain skills) in the
classroom.
Undergraduate, graduate, medical, and other post-graduate student populations are often
motivated to succeed with their learning in the programs in which they are enrolled, as success is
Many companies use e-learning and are shifting from traditional classroom training to
e-learning (or blended learning), with reports of 80% of U.S. Fortune 500 companies, and 55%
of top 500 companies in Germany having implemented some forms of e-learning for
performance improvement (Beinicke & Kyndt, 2019). The research question remains on the
motivation of these learners. My hypothesis is that these learners are often required to take the
e-learning assigned to them, either for compliance or for their job requirements.
motivation, especially when a business buyer differs from an end user who needs to learn a new
product or workflow as a result of a purchase they had no control over or interest in. While
do complete the modules, motivating the people who need to learn to start (and complete) the
learning remains an unsolved challenge. Gamification provides one avenue of addressing this
challenge. If professionals appreciate badges and leaderboard status, their motivation to complete
learning may become more intrinsic. Blended learning is another way to address the challenge,
Motivation Challenges and Solutions for E-Learning Adoption in Different Audiences 11
through assigning learners short e-learning lessons and practice activities before attending
classroom-style or video conference style sessions to discuss the changes, workflows, and best
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