Towards implementing gamification in MOOCs

Conference Paper (2017)
Author(s)

Alessandra Antonaci (Open University of the Netherlands)

Roland Klemke (Open University of the Netherlands)

Christian M. Stracke (Open University of the Netherlands)

M.M. Specht (Open University of the Netherlands)

Affiliation
External organisation
DOI related publication
https://doi.org/10.1007/978-3-319-71940-5_11
More Info
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Publication Year
2017
Language
English
Affiliation
External organisation
Pages (from-to)
115-125
ISBN (print)
9783319719399

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.

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