Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement: An Experimental Study

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

Abstract

Over the past few years, massive online open courses (MOOCs) have been increasingly identified as technologies that could transform education, by providing free and high-quality content to anyone with an Internet connection. However, despite these potentials, MOOCs generally fail to keep their participants on board. One of the reasons for this phenomenon can lie in a lack of participants’ engagement. Social presence and sense of community (SoC) theories claim that a user in an online shared environment may feel more engaged if s/he perceives the others as ‘real persons’ and feels part of a community. Therefore, we developed our game elements with the purpose of developing social presence and SoC among MOOC users. The results of our experiment, from one side, show that our gamification design did positively impact users’ development of social presence and SoC, as well as their learning performance. From the other, data did not confirm that higher levels of social presence and SoC corresponded to higher engagement of MOOC users. These results have important implications for the field by enriching it with a more technologically enhanced approach towards implementing gamification, and by augmenting the social potentials of MOOCs.
Original languageEnglish
Title of host publicationTransforming Learning with Meaningful Technologie
Subtitle of host publication14th European Conference on Technology Enhanced Learning, EC-TEL 2019, Delft, The Netherlands, September 16–19, 2019, Proceedings
EditorsMaren Scheffel, Julien Broisin, Viktoria Pammer-Schindler , Andri Ioannou, Jan Schneider
Place of PublicationCham
PublisherSpringer
Pages172-186
Number of pages14
ISBN (Electronic)9783030297367
ISBN (Print)9783030297350
DOIs
Publication statusPublished - 16 Sep 2019

Publication series

NameLecture Notes in Computer Science
PublisherSpringer
Volume11722
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Fingerprint

community
learning performance
Internet
human being
lack
experiment
education

Keywords

  • gamification
  • social presence
  • sense of community
  • MOOCs
  • experimental

Cite this

Antonaci, A., Klemke, R., Lataster, J., Kreijns, K., & Specht, M. (2019). Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement: An Experimental Study. In M. Scheffel, J. Broisin, V. Pammer-Schindler , A. Ioannou, & J. Schneider (Eds.), Transforming Learning with Meaningful Technologie: 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, Delft, The Netherlands, September 16–19, 2019, Proceedings (pp. 172-186). (Lecture Notes in Computer Science; Vol. 11722). Cham: Springer. https://doi.org/10.1007/978-3-030-29736-7_13
Antonaci, Alessandra ; Klemke, Roland ; Lataster, Johan ; Kreijns, Karel ; Specht, Marcus. / Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement : An Experimental Study. Transforming Learning with Meaningful Technologie: 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, Delft, The Netherlands, September 16–19, 2019, Proceedings. editor / Maren Scheffel ; Julien Broisin ; Viktoria Pammer-Schindler ; Andri Ioannou ; Jan Schneider. Cham : Springer, 2019. pp. 172-186 (Lecture Notes in Computer Science).
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abstract = "Over the past few years, massive online open courses (MOOCs) have been increasingly identified as technologies that could transform education, by providing free and high-quality content to anyone with an Internet connection. However, despite these potentials, MOOCs generally fail to keep their participants on board. One of the reasons for this phenomenon can lie in a lack of participants’ engagement. Social presence and sense of community (SoC) theories claim that a user in an online shared environment may feel more engaged if s/he perceives the others as ‘real persons’ and feels part of a community. Therefore, we developed our game elements with the purpose of developing social presence and SoC among MOOC users. The results of our experiment, from one side, show that our gamification design did positively impact users’ development of social presence and SoC, as well as their learning performance. From the other, data did not confirm that higher levels of social presence and SoC corresponded to higher engagement of MOOC users. These results have important implications for the field by enriching it with a more technologically enhanced approach towards implementing gamification, and by augmenting the social potentials of MOOCs.",
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Antonaci, A, Klemke, R, Lataster, J, Kreijns, K & Specht, M 2019, Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement: An Experimental Study. in M Scheffel, J Broisin, V Pammer-Schindler , A Ioannou & J Schneider (eds), Transforming Learning with Meaningful Technologie: 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, Delft, The Netherlands, September 16–19, 2019, Proceedings. Lecture Notes in Computer Science, vol. 11722, Springer, Cham, pp. 172-186. https://doi.org/10.1007/978-3-030-29736-7_13

Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement : An Experimental Study. / Antonaci, Alessandra; Klemke, Roland; Lataster, Johan; Kreijns, Karel; Specht, Marcus.

Transforming Learning with Meaningful Technologie: 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, Delft, The Netherlands, September 16–19, 2019, Proceedings. ed. / Maren Scheffel; Julien Broisin; Viktoria Pammer-Schindler ; Andri Ioannou; Jan Schneider. Cham : Springer, 2019. p. 172-186 (Lecture Notes in Computer Science; Vol. 11722).

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

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Antonaci A, Klemke R, Lataster J, Kreijns K, Specht M. Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement: An Experimental Study. In Scheffel M, Broisin J, Pammer-Schindler V, Ioannou A, Schneider J, editors, Transforming Learning with Meaningful Technologie: 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, Delft, The Netherlands, September 16–19, 2019, Proceedings. Cham: Springer. 2019. p. 172-186. (Lecture Notes in Computer Science). https://doi.org/10.1007/978-3-030-29736-7_13