gMOOCs – Flow and Persuasion to Gamify MOOCs

Alessandra Antonaci*, Daria Peter, Roland Klemke, Tim Bruysten, Christian M. Stracke, Marcus Specht

*Corresponding author for this work

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

    78 Downloads (Pure)

    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
    Original languageEnglish
    Title of host publicationGames and Learning Alliance
    Subtitle of host publication6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings
    EditorsJ. Dias, P. A. Santos, R. C. Veltkamp
    PublisherSpringer
    Pages126–136
    ISBN (Electronic)978-3-319-71940-5
    ISBN (Print)978-3-319-71939-9
    DOIs
    Publication statusPublished - 1 Nov 2017
    Event6th International Conference, GALA 2017: Games and Learning Alliance - Lisbon, Portugal
    Duration: 5 Dec 20177 Dec 2017
    https://galaconf.files.wordpress.com/2018/12/GALA-conference-2017.pdf

    Publication series

    SeriesLecture Notes in Computer Science
    Volume10653
    ISSN0302-9743

    Conference

    Conference6th International Conference, GALA 2017: Games and Learning Alliance
    Abbreviated titleGALA 2017
    Country/TerritoryPortugal
    CityLisbon
    Period5/12/177/12/17
    Internet address

    Keywords

    • Gamification
    • Persuasion
    • Flow
    • Design
    • Game Elements
    • MOOC

    Fingerprint

    Dive into the research topics of 'gMOOCs – Flow and Persuasion to Gamify MOOCs'. Together they form a unique fingerprint.

    Cite this