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Title: gMOOCs – Flow and Persuasion to Gamify MOOCs
Authors: Antonaci, Alessandra
Peter, Daria
Klemke, Roland
Bruysten, Tim
Stracke, Christian M.
Specht, Marcus
Keywords: Gamification
Game Elements
Issue Date: Nov-2017
Publisher: Spinger
Citation: Antonaci, A., Peter, D., Klemke, R., Bruysten, T., Stracke, C. M., & Specht, M. (2017). gMOOCs – Flow and Persuasion to Gamify MOOCs. In J. Dias, P. A. Santos, & R. C. Veltkamp (Eds.), Proceedings of Games and Learning Alliance: 6th International Conference, GALA 2017 (pp. 126–136). Cham: Springer International Publishing.
Series/Report no.: LNCS;
Abstract: Gamification has gained great interest recently in several fields. However, while the literature reports that a gamification design relying on external motivation only can lead users to cognitive dissonance, most gamification approaches use points, badges and leaderboards as dominant game elements. We present our developed testable predictions with the aim of investigating additional motivational theories (flow and persuasion) to argue for a deeper integration of gamification and the learning content at hand. Relying on expert selected game elements, we consequently derive design considerations to create gMOOCs, gamified massive online open courses, designed according to the principles of flow and persuasion. Our findings are the basis of our experiment and a contribution to the development of a new theoretical design for gamification
Appears in Collections:1. TELI Publications, books and conference papers

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