A NEEDS ANALYSIS FOR DESIGNING A GAMIFICATION-BASED MOOC IN ENGLISH FOR SPECIFIC PURPOSES

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Joko Slamet, Yazid Basthomi, Francisca Maria Ivone, Evi Eliyanah

2025 Studies in Linguistics, Culture and FLT Vol. 13 Issue 1 Article Cited by 10 Quartile

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. Copyright © 2025 Joko Slamet, Yazid Basthomi, Francisca Maria Ivone, Evi Eliyanah.

Affiliations

Universitas Negeri Malang, Malang, Indonesia; Research Fellow, Universiti Sultan Zainal Abidin, Malaysia; Department of English, Faculty of Letters, Universitas Negeri, Malang, Indonesia; Department of English, Universitas Negeri, Malang, Indonesia