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Please use this identifier to cite or link to this item: http://hdl.handle.net/1820/8804
Title: Towards Implementing Gamification in MOOCs
Authors: Antonaci, Alessandra
Klemke, Roland
Stracke, Christian M.
Specht, Marcus
Keywords: Gamification
game elements
MOOC
Issue Date: Nov-2017
Publisher: Springer
Citation: Antonaci, A., Klemke, R., Stracke, C. M., & Specht, M. (2017). Towards Implementing Gamification in MOOCs. In J. Dias, P. A. Santos, & R. C. Veltkamp (Eds.), Proceedings of Games and Learning Alliance: 6th International Conference, GALA 2017 (pp. 115–125). Cham: Springer International Publishing. http://doi.org/10.1007/978-3-319-71940-5_11
Series/Report no.: LNCS;
Abstract: Gamification is well known as a design strategy used to generate a change in users’ behaviour, such as motivation. However, while in recent years interest in it has been growing, empirical evidence on the effects that the application of game elements can generate on users’ behaviour is still lacking. We present the results of a study as a step towards designing gamification with better understanding of the possible effects that each game element could generate on end users. By involving three groups of experts: game designers, learning scientists and specialists in technology-enhanced learning (TEL), we assessed a selected number of 21 game design patterns in relation to the effects these could generate on learning performance, goal achievement and engagement of learners if implemented in a Massive Online Open Course (MOOC). Based on quantitative and qualitative data collected, 9 game elements have been selected to be further investigated.
URI: http://hdl.handle.net/1820/8804
Appears in Collections:1. TELI Publications, books and conference papers

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