Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies

R. Klemke, Alessandra Antonaci, Bibeg Hang Limbu

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Gamification aims at addressing problems in various fields such as the high dropout rates, the lack of engagement, isolation, or the lack of personalisation faced by Massive Open Online Courses (MOOC). Even though gamification is widely applied, not only in MOOCs, only few cases are meaningfully designed and empirically tested. The Gamification Design Process (GaDeP) aims to cover this gap. This article first briefly introduces GaDeP, presents the concept of meaningful gamification, and derives how it motivates the need for the Gamifire platform (as a scalable and platform-independent reference infrastructure for MOOC). Secondly, it defines the requirements for platformindependent gamification and describes the development of the Gamifire infrastructure. Thirdly we describe how Gamifire was successfully applied in four different cases. Finally, the applicability of GaDeP beyond MOOC is presented by reporting on a case study where GaDeP has been successfully applied by four student research and development projects. From both, the Gamifire cases and the GaDeP cases we derive the key contribution of this article: insights in the strengths and weaknesses of the Gamifire infrastructure as well as lessons learned about the applicability and limitations of the GaDeP framework. The paper ends detailing our future works and planned development activities.

Original languageEnglish
Pages (from-to)97-119
Number of pages33
JournalInternational Journal of Serious Games
Volume7
Issue number3
DOIs
Publication statusPublished - 25 Sep 2020

Keywords

  • GaDeP
  • Gamification Design Process
  • Gamifire
  • Gamification
  • Architecture
  • Scalability
  • MOOC
  • Platform Independence
  • Infrastructure
  • Transfer
  • Evaluation
  • Validation

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  • Gamifire - A Scalable, Platform-Independent Infrastructure for Meaningful Gamification of MOOCs

    Klemke, R., Antonaci, A. & Limbu, B. H., 1 Nov 2019, Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings. Liapis, A., Yannakakis, G. N., Gentile, M. & Ninaus, M. (eds.). Cham: Springer, p. 256-265 10 p. (Lecture Notes in Computer Science, Vol. 11899).

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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