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

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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
ISBN (Electronic)978-3-319-71940-5
ISBN (Print)978-3-319-71939-9
Publication statusPublished - 1 Nov 2017
Event6th International Conference, GALA 2017: Games and Learning Alliance - Lisbon, Portugal
Duration: 5 Dec 20177 Dec 2017

Publication series

SeriesLecture Notes in Computer Science


Conference6th International Conference, GALA 2017: Games and Learning Alliance
Abbreviated titleGALA 2017
Internet address


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

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