Identifying game elements suitable for MOOCs

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

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Abstract

Massive Online Open Courses (MOOCs) have increasingly become objects of research interest and studies in recent years. While MOOCs could be a means to address massive audiences, they suffer from high drop-out rates and low user engagement. Gamification is known as the application of game design elements in non-gaming scenarios to solve problems or to influence a user’s behaviour change. By applying gamification to MOOCs, we aim to enhance users’ engagement and goal achievement within a MOOC environment. To define our gamification strategy, we asked 42 experts in the fields of game design, learning science and technology-enhanced learning to rate 21 selected game design patterns according to their suitability within a MOOC environment application. The data collected allowed us to identify a set of nine game design patterns as promising candidates to be tested in MOOC environments
Original languageEnglish
Title of host publicationData Driven Approaches in Digital Education
Subtitle of host publication12th European Conference on Technology Enhanced Learning, EC-TEL 2017, Tallinn, Estonia, September 12–15, 2017, Proceedings
EditorsÉ. Lavoué, H. Drachsler, K. Verbert, J. Broisin, M. Pérez-Sanagustín
PublisherSpringer
Pages355-360
ISBN (Electronic)978-3-319-66610-5
ISBN (Print)978-3-319-66609-9
DOIs
Publication statusPublished - Sep 2017
EventData Driven Approaches in Digital Education: 12th European Conference on Technology Enhanced Learning: EC-TEL - Tallinn, Estonia
Duration: 12 Sep 201715 Sep 2017
http://ectel2017.httc.de/index.php?id=777

Publication series

NameLecture Notes in Computer Science (LNCS) series
PublisherSpringer
Volume10474
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

ConferenceData Driven Approaches in Digital Education
CountryEstonia
CityTallinn
Period12/09/1715/09/17
Internet address

Keywords

  • Game Elements
  • Gamification
  • MOOC
  • Data Analysis

Cite this

Antonaci, A., Klemke, R., Stracke, C. M., & Specht, M. (2017). Identifying game elements suitable for MOOCs. In É. Lavoué, H. Drachsler, K. Verbert, J. Broisin, & M. Pérez-Sanagustín (Eds.), Data Driven Approaches in Digital Education: 12th European Conference on Technology Enhanced Learning, EC-TEL 2017, Tallinn, Estonia, September 12–15, 2017, Proceedings (pp. 355-360). (Lecture Notes in Computer Science (LNCS) series; Vol. 10474). Springer. https://doi.org/10.1007/978-3-319-66610-5_26
Antonaci, Alessandra ; Klemke, Roland ; Stracke, Christian M. ; Specht, Marcus. / Identifying game elements suitable for MOOCs. Data Driven Approaches in Digital Education: 12th European Conference on Technology Enhanced Learning, EC-TEL 2017, Tallinn, Estonia, September 12–15, 2017, Proceedings. editor / É. Lavoué ; H. Drachsler ; K. Verbert ; J. Broisin ; M. Pérez-Sanagustín. Springer, 2017. pp. 355-360 (Lecture Notes in Computer Science (LNCS) series).
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Antonaci, A, Klemke, R, Stracke, CM & Specht, M 2017, Identifying game elements suitable for MOOCs. in É Lavoué, H Drachsler, K Verbert, J Broisin & M Pérez-Sanagustín (eds), Data Driven Approaches in Digital Education: 12th European Conference on Technology Enhanced Learning, EC-TEL 2017, Tallinn, Estonia, September 12–15, 2017, Proceedings. Lecture Notes in Computer Science (LNCS) series, vol. 10474, Springer, pp. 355-360, Data Driven Approaches in Digital Education, Tallinn, Estonia, 12/09/17. https://doi.org/10.1007/978-3-319-66610-5_26

Identifying game elements suitable for MOOCs. / Antonaci, Alessandra; Klemke, Roland; Stracke, Christian M.; Specht, Marcus.

Data Driven Approaches in Digital Education: 12th European Conference on Technology Enhanced Learning, EC-TEL 2017, Tallinn, Estonia, September 12–15, 2017, Proceedings. ed. / É. Lavoué; H. Drachsler; K. Verbert; J. Broisin; M. Pérez-Sanagustín. Springer, 2017. p. 355-360 (Lecture Notes in Computer Science (LNCS) series; Vol. 10474).

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

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AB - Massive Online Open Courses (MOOCs) have increasingly become objects of research interest and studies in recent years. While MOOCs could be a means to address massive audiences, they suffer from high drop-out rates and low user engagement. Gamification is known as the application of game design elements in non-gaming scenarios to solve problems or to influence a user’s behaviour change. By applying gamification to MOOCs, we aim to enhance users’ engagement and goal achievement within a MOOC environment. To define our gamification strategy, we asked 42 experts in the fields of game design, learning science and technology-enhanced learning to rate 21 selected game design patterns according to their suitability within a MOOC environment application. The data collected allowed us to identify a set of nine game design patterns as promising candidates to be tested in MOOC environments

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Antonaci A, Klemke R, Stracke CM, Specht M. Identifying game elements suitable for MOOCs. In Lavoué É, Drachsler H, Verbert K, Broisin J, Pérez-Sanagustín M, editors, Data Driven Approaches in Digital Education: 12th European Conference on Technology Enhanced Learning, EC-TEL 2017, Tallinn, Estonia, September 12–15, 2017, Proceedings. Springer. 2017. p. 355-360. (Lecture Notes in Computer Science (LNCS) series). https://doi.org/10.1007/978-3-319-66610-5_26