@article{f80cb1f1b6f44b1caebd085cf3e575c3,
title = "Get Gamification of MOOC right!: How to Embed the Individual and Social Aspects of MOOCs in Gamification Design.",
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{\textquoteright} 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{\textquoteright} goal achievement and engagement.",
keywords = "MOOC, Gamification, Process, Design, Social Gamification, Learner Characteristics, Social Presence, Persuasion, Flow, IMPLEMENTATION INTENTIONS, SELF-EFFICACY, LEADERBOARDS, MOTIVATION, FRAMEWORK, FLOW",
author = "Alessandra Antonaci and Roland Klemke and Karel Kreijns and Marcus Specht",
year = "2018",
month = sep,
day = "26",
doi = "10.17083/ijsg.v5i3.255",
language = "English",
volume = "5",
pages = "61--78",
journal = "International Journal of Serious Games",
issn = "2384-8766",
publisher = "Serious Games Society",
number = "3",
}