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gMOOCs – Flow and Persuasion to Gamify MOOCs

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

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.

Keywords

Gamification Flow Persuasion Design Game elements MOOC 

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Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Alessandra Antonaci
    • 1
    Email author
  • Daria Peter
    • 2
  • Roland Klemke
    • 1
    • 2
  • Tim Bruysten
    • 2
  • Christian M. Stracke
    • 1
  • Marcus Specht
    • 1
  1. 1.Welten InstituteOpen University of the NetherlandsHeerlenNetherlands
  2. 2.Faculty of GamedesignMediadesign HochschuleDüsseldorfGermany

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