Doctoral research record · Data collection closed

Optimizing the Organization and Management of Information Processes for Increasing Motivation and Effectiveness of Adult Education

This domain hosted the empirical platform of a doctoral study: a purpose-built Learning Management System in which adult learners studied real courses while the system recorded, with their informed consent, how design decisions about information processes shape motivation and learning success.

The platform has been retired. Until 14.03.2026 this site hosted the data collection and the LMS used in the study. Both have been removed from the server; the collection was completed successfully and the data has been integrated into the dissertation. This page remains as the citable record of the study.

Kind regards,
Lars Arnold Ritter

Doctoral candidate
Mag. Art. Lars Arnold Ritter, MBA, MSc, BA (hons)
University
University of Library Studies and Information Technologies (ULSIT), Sofia, Bulgaria
Professional field
3.5 Public Communications and Information Sciences, doctoral programme Organization and Management of Information Processes
Academic supervisor
Prof. Gosho Petkov, PhD
Data collection
14.09.2025 to 14.03.2026 (six months, longitudinal)
Defence
Expected 2026, Sofia
Thesis
222 pages, 130 sources, 13 tables, 5 figures, 3 appendices
Status
Manuscript complete, under evaluation
01

Research question and hypothesis

How can information processes in Learning Management Systems be organised and managed to sustainably enhance motivation and learning success in adult education?

The central question is approached through three subordinate questions:

  1. Which design features of communication and information-control mechanisms inside an LMS are associated with self-reported motivational outcomes among adult learners?
  2. Which behavioural log indicators on the LMS reliably predict completion of structured learning units?
  3. How does the alignment between motivational state and observable behaviour change over the operational period of the platform?
Working hypothesis

The optimisation of organisational and managerial decisions about information processes inside a learner-centred Learning Management System, when combined with evidence-based pedagogical strategies, significantly increases motivation, engagement and sustained learning outcomes of adult learners compared with conventional configurations.

02

Study design

The study follows a convergent-parallel mixed-methods design: three empirical strands address the same research question through different data types and converge in a formal triangulation step.

Strand 1

Systematic literature review

Protocol-driven review of the DACH and EU research on adult learning, LMS design and motivation, with construct-anchored coding. Establishes the synthesised three-layer model the empirical strands test.

Strand 2

Embedded pre/post survey

18 items across five construct families, five-point Likert scales, German operational wording (translated and back-translated, piloted with twelve practitioners). Administered inside the LMS at enrolment and at completion.

Strand 3

Longitudinal case study

Six months of behavioural log data on the author's own platform: every lesson completion, quiz attempt, gamification event and return visit, recorded at the level of the single interaction.

6months live
3empirical strands
4matched courses
18survey items
51active learners
11behavioural indicators

The quasi-experimental contrast: G+ versus G−

Four real courses ran during the study, matched in pairs on subject, length and structure (eight weeks, twelve lessons in three modules). Two courses had the gamification subsystem switched on (G+: experience points, levels, streaks, achievements), two had it switched off (G−). The pairing isolates the gamification configuration from other course features; the remaining self-selection of learners into courses is addressed statistically (Section 05).

67 adults registered and consented 51 cleared the activity threshold of at least three completed lessons 44 completed both survey waves and entered the pre/post analysis pool (26 started in a G+ course, 25 in a G− course).

03

The platform as research instrument

The empirical work ran on a purpose-built PHP 8.0 application of roughly 7,250 lines of code, developed by the author specifically for this study. Dedicated manager classes (CourseManager, UserManager, QuizManager, GamificationManager, ProgressManager) separate the subsystems along clear domain boundaries, with JSON-based persistence. An off-the-shelf plugin stack was deliberately replaced by this in-house system for four reasons: data sovereignty over learner records, reproducibility of the measurements, freely extensible logging and survey instrumentation, and full GDPR compliance by design.

Screenshot of the study platform: gamification dashboard titled Lars Ritter PhD Project, with a gem counter, navigation to tutorial, survey, courses and dashboard, a grid of ten learning achievements from First Login to Gold, and panels for earnings, rank and activity logs.
The platform as learners saw it: the gamification dashboard with achievements, gem counter, rank and activity log (logged-out state of a G+ configuration). Removed from the server on 14.03.2026.

Six event families were recorded during the study: registrations, lesson completions, quiz attempts (score, duration and per-question correctness), gamification events (every XP gain and achievement with reason and timestamp), streaks, and logins. The survey was implemented as its own lesson type, so responses flowed through the same persistence, pseudonymisation and audit pipeline as the behavioural data. Completing the survey deliberately earned no XP, badges or rank, so that the measurement itself would not distort the motivation it measures.

04

What was measured

The study operationalises a three-layer model: design decisions about information processes, the motivational state of the learner, and observable learning outcomes. Each construct receives a primary survey indicator and, where the platform permits, a behavioural counterpart from the log data.

Design layer

Feedback channels, progress visualisation, gamification configuration (G+ / G−), course and information structure.


reflective pathway (self-report)
Motivational layer

Basic psychological needs, goal orientation, subjective task value, situational and individual interest.

Outcome layer

Completion, quiz performance, retention. Operationalised through behavioural indicators only.

The model additionally specifies a second, direct route from design to outcome: an engagement loop in which feedback events sustain behaviour without passing through reflective self-report. Testing this dual-pathway specification is a core contribution of the dissertation.

Survey instrument: 18 items, five construct families

Construct familyTheoretical basisItems
Basic psychological needsSelf-Determination Theory (Ryan & Deci; Vansteenkiste et al.)Autonomy, competence, relatedness, global self-determination
Goal orientation, 2×2PintrichMastery-approach, mastery-avoidance, performance-approach, performance-avoidance
Subjective task valueExpectancy-Value Theory (Wigfield & Eccles)Intrinsic value, attainment value, utility value, cost (reverse-scored)
InterestDACH interest tradition (Krapp; Renninger & Hidi)Situational interest (2), individual interest (2)
Demographics Age band, prior digital experience
Sample items in the German operational wording

„Ich kann meinen Lernweg auf der Plattform selbst gestalten.“ (autonomy)

„Ich möchte den Lerninhalt so gründlich wie möglich verstehen.“ (mastery-approach)

„Das Gelernte ist für meine berufliche oder private Praxis nützlich.“ (utility value)

„Während der Lektionen fesselt mich das jeweilige Thema spontan.“ (situational interest)

Behavioural indicators from the log data

IndicatorDefinitionReads on
max_streak_daysLongest run of consecutive days with at least one interactionAutonomous engagement
voluntary_return_daysDistinct days a learner opened a session after first completing a unitSustained interest
fast_completionsQuizzes finished in under two minutes with at least 80 % correctPerceived competence
completion_ratioLessons completed ÷ lessons totalCompletion
avg_quiz_pct, pct_attempts_above_80Mean quiz percentage; share of attempts at or above the 80 % markCognitive outcome
lesson_abandonment_ratioLesson sessions started but not completed ÷ sessions startedPerceived cost
active_days_spanSpan from first to last completion ÷ course durationRetention

Survey and behavioural indicators are treated as measurements of the same construct at different timescales: the streak, for example, traces autonomous engagement day by day, while the autonomy item captures its reflective evaluation after the course.

05

How the data was analysed

Group comparison: G+ versus G−

For each construct, the mean indicator value in the gamified pool is tested against the non-gamified pool with Welch's t-test, which tolerates unequal variances and group sizes:

t = ( G+G− ) ⁄ √ s1²/n1 + s2²/n2

Effect sizes are reported as Cohen's d with bootstrap 95 % confidence intervals, interpreted against the conventions of the gamification literature (|d| ≥ 0.20 small, ≥ 0.50 moderate, ≥ 0.80 large). Because the construct tests are related, multiple comparisons are controlled with the Benjamini-Hochberg false-discovery-rate procedure:

reject all H(1)H(k), where k = max { i : p(i) ≤ (i/mq }, q = 0.05 ordered p-values p(1) ≤ … ≤ p(m) across the m construct-level tests

Within-learner change: pre versus post

For each of the sixteen Likert items, the per-learner difference (post minus pre) is tested against zero with a paired-samples t-test and standardised as Cohen's dz:

dz = Δ̄sΔ with Δ = xpostxpre

A difference-in-differences contrast then asks whether gamification moderates the change: mean change in G+ against mean change in G−, again with Welch's t-test and Cohen's d.

Mediation: does the effect run through motivation?

The model's central prediction, that design reaches outcomes through motivational states, is tested with the regression-based mediation procedure standard in educational research (Hayes):

M = i1 + a·X + e1   Y = i2 + c′·X + b·M + e2 X: design configuration · M: motivational mediator · Y: outcome · indirect effect a·b, direct effect c′, total effect c = c′ + a·b

Indirect effects are estimated by bootstrap resampling with 5,000 iterations, separately for each motivational mediator. To check stability against learners self-selecting into courses, propensity-score weighting on the demographic indicators and prior digital experience is applied.

Reliability and triangulation

Internal consistency of the survey composites is assessed with Cronbach's alpha (source scales report .70 to .85):

α = k/(k−1) · ( 1 − Σsi² ⁄ sX² )

Finally, each construct is triangulated across the three strands: convergence when literature, survey and behavioural record support the same claim, partial convergence at two of three, divergence otherwise. The triangulation pattern across the construct space is the principal evidentiary product of the study.

06

Ethics and data protection

The empirical work ran under a research-ethics regime combining the GDPR, the institutional research-conduct expectations of ULSIT and a published technical-privacy framework. Five procedures carried it in practice:

  1. Informed consent as the first operational step, before any course content, in plain language, with withdrawal possible at any time.
  2. Pseudonymisation at the persistence layer: analysis operates on pseudonymous identifiers only; the identity mapping is held separately and never read by the analytic pipeline.
  3. Access control: a single-reader analytic pool, not shared with external parties without an additional consent procedure.
  4. Data minimisation by configuration: no IP addresses, no browser fingerprints, no geolocation, no technical metadata beyond what the research question needs.
  5. Retention and deletion: pseudonymised records are kept for three years after the defence to permit replication requests, then deleted; only aggregate results survive.
07

Results and access

Withheld until the defence

The findings are deliberately not published on this page. The dissertation is under evaluation and the results will be presented at the public defence in Sofia.

At headline level only: the behavioural record responded more strongly to the design configuration than the self-reports did, and the effect of gamification on completion appears to operate primarily through a direct engagement loop rather than through reflectively reported motivational states. Full tables, effect sizes and the complete analytic pipeline are documented in the dissertation.

Requests

The manuscript, the survey instrument (German operational wording), the codebook for the behavioural and survey variables, and aggregate analytic outputs can be made available for inspection on request, given a legitimate academic interest. Pseudonymised raw data is shared strictly within the consent terms agreed with the participants.

Requests: via LinkedIn, Lars Ritter.