Get Gamification of MOOC right! How to Embed the Individual and Social Aspects of MOOCs in Gamification Design.

Alessandra Antonaci*, Roland Klemke, Karel Kreijns, Marcus Specht

*Corresponding author for this work

    Research output: Contribution to journalArticleAcademicpeer-review

    Abstract

    The social and individual aspects of MOOCs are two sides of the same coin. However, while the majority of MOOC designs do not valorise the potential that a massive audience could bring in, several studies highlight the solo-mission mode of MOOC users’ experience. Based on implementation intention, social presence, social influence and flow theory we conceptualise our gamification design of MOOCs that embraces their social and individual aspects. We present the gamification design process, our theoretical framework, the quantitative and qualitative results of our study to identify the most suitable game elements, their conceptual design, and our recommendations. Our findings enable designers of gamification and MOOCs as well, to see these two phenomena under a new light, by referring to new theories and new game elements that were not being considered before in the design of a gamified MOOC aiming at enhancing users’ goal achievement and engagement.
    Original languageEnglish
    Pages (from-to)61-78
    Number of pages18
    JournalInternational Journal of Serious Games
    Volume5
    Issue number3
    DOIs
    Publication statusPublished - 26 Sep 2018

    Keywords

    • MOOC
    • Gamification
    • Process
    • Design
    • Social Gamification
    • Learner Characteristics
    • Social Presence
    • Persuasion
    • Flow
    • IMPLEMENTATION INTENTIONS
    • SELF-EFFICACY
    • LEADERBOARDS
    • MOTIVATION
    • FRAMEWORK
    • FLOW

    Fingerprint

    Dive into the research topics of 'Get Gamification of MOOC right! How to Embed the Individual and Social Aspects of MOOCs in Gamification Design.'. Together they form a unique fingerprint.
    • gMOOCs – Flow and Persuasion to Gamify MOOCs

      Antonaci, A., Peter, D., Klemke, R., Bruysten, T., Stracke, C. M. & Specht, M., 1 Nov 2017, Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings. Dias, J., Santos, P. A. & Veltkamp, R. C. (eds.). Springer, p. 126–136 (Lecture Notes in Computer Science, Vol. 10653).

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

      Open Access
      File
      80 Downloads (Pure)
    • Towards Implementing Gamification in MOOCs

      Antonaci, A., Klemke, R., Stracke, C. M. & Specht, M., 1 Nov 2017, Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings. Dias, J., Santos, P. A. & Veltkamp, R. C. (eds.). Springer, p. 115–125 (Lecture Notes in Computer Science, Vol. 10653).

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

      Open Access
      File
      70 Downloads (Pure)

    Cite this