Towards Implementing Gamification in MOOCs

Alessandra Antonaci*, Roland Klemke, 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 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
    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
    • game elements
    • MOOC


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