Paper Title
EXPLORING LEARNING NEEDS AND PREFERENCES FOR A GAMIFICATION-BASED MOOC IN ENGLISH FOR SPECIFIC PURPOSES (ESP)

Abstract
Abstract - This research endeavors to fill significant gaps in the literature concerning the integration of Massive Open Online Courses (MOOCs), English for Specific Purposes (ESP), and gamification, areas that have been underexplored together. A notable absence of studies simultaneously exploring these domains has been identified.To bridge these critical gaps, we conducted a comprehensive investigation into the learning needs and preferences of the 43 Informatics Engineering students at Universitas Negeri Malang (UM) within the context of a Gamification-based MOOC tailored for ESP.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 Informatics Engineering 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 research 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. Keywords - English for Specific Purposes, Gamification, Informatics Engineering Students, MOOCs.