GMOOCs – Flow and persuasion to gamify MOOCs

Conference Paper (2017)
Author(s)

Alessandra Antonaci (Open University of the Netherlands)

Daria Peter (Mediadesign Hochschule)

Roland Klemke (Mediadesign Hochschule, Open University of the Netherlands)

Tim Bruysten (Mediadesign Hochschule)

Christian M. Stracke (Open University of the Netherlands)

Marcus Specht (Welten Institute, Open University of the Netherlands)

DOI related publication
https://doi.org/10.1007/978-3-319-71940-5_12 Final published version
More Info
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Publication Year
2017
Language
English
Pages (from-to)
126-136
Publisher
Springer
ISBN (print)
9783319719399
Event
Downloads counter
182

Abstract

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.