Towards Implementing Gamification in MOOCs

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

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Abstract

Gamification is well known as a design strategy used to generate a change in users’ behaviour, such as motivation. However, while in recent years interest in it has been growing, empirical evidence on the effects that the application of game elements can generate on users’ behaviour is still lacking. We present the results of a study as a step towards designing gamification with better understanding of the possible effects that each game element could generate on end users. By involving three groups of experts: game designers, learning scientists and specialists in technology-enhanced learning (TEL), we assessed a selected number of 21 game design patterns in relation to the effects these could generate on learning performance, goal achievement and engagement of learners if implemented in a Massive Online Open Course (MOOC). Based on quantitative and qualitative data collected, 9 game elements have been selected to be further investigated.
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
Pages115–125
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

NameLecture Notes in Computer Science
PublisherSpringer
Volume10653
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

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

Keywords

  • Gamification
  • game elements
  • MOOC

Cite this

Antonaci, A., Klemke, R., Stracke, C. M., & Specht, M. (2017). Towards Implementing Gamification in MOOCs. In J. Dias, P. A. Santos, & R. C. Veltkamp (Eds.), Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings (pp. 115–125). (Lecture Notes in Computer Science; Vol. 10653). Springer. https://doi.org/10.1007/978-3-319-71940-5_11
Antonaci, Alessandra ; Klemke, Roland ; Stracke, Christian M. ; Specht, Marcus. / Towards Implementing Gamification in MOOCs. Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings. editor / J. Dias ; P. A. Santos ; R. C. Veltkamp. Springer, 2017. pp. 115–125 (Lecture Notes in Computer Science).
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Antonaci, A, Klemke, R, Stracke, CM & Specht, M 2017, Towards Implementing Gamification in MOOCs. in J Dias, PA Santos & RC Veltkamp (eds), Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings. Lecture Notes in Computer Science, vol. 10653, Springer, pp. 115–125, 6th International Conference, GALA 2017: Games and Learning Alliance, Lisbon, Portugal, 5/12/17. https://doi.org/10.1007/978-3-319-71940-5_11

Towards Implementing Gamification in MOOCs. / Antonaci, Alessandra; Klemke, Roland; Stracke, Christian M.; Specht, Marcus.

Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings. ed. / J. Dias; P. A. Santos; R. C. Veltkamp. Springer, 2017. p. 115–125 (Lecture Notes in Computer Science; Vol. 10653).

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

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Antonaci A, Klemke R, Stracke CM, Specht M. Towards Implementing Gamification in MOOCs. In Dias J, Santos PA, Veltkamp RC, editors, Games and Learning Alliance: 6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings. Springer. 2017. p. 115–125. (Lecture Notes in Computer Science). https://doi.org/10.1007/978-3-319-71940-5_11