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Towards Implementing Gamification in MOOCs

  • Alessandra AntonaciEmail author
  • Roland Klemke
  • Christian M. Stracke
  • Marcus Specht
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10653)

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.

Notes

Acknowledgements

This study is partly funded by the I SECURE - Empowering education systems in information security project (n. 2015-1-IT02-KA201-015005) under the Erasmus+ programme of the European Commission (http://www.isecure-edu.eu/index.php/en/). We would also like to thank the participants who voluntarily took part in this study. A summary of these data can be found in [7].

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Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Alessandra Antonaci
    • 1
    Email author
  • Roland Klemke
    • 1
  • Christian M. Stracke
    • 1
  • Marcus Specht
    • 1
  1. 1.Research Centre for Learning, Teaching and Technology, Welten InstituteOpen University of the NetherlandsHeerlenThe Netherlands

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