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2017 | Supplement | Chapter

Identifying Game Elements Suitable for MOOCs

Authors : Alessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus Specht

Published in: Data Driven Approaches in Digital Education

Publisher: Springer International Publishing

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Abstract

Massive Online Open Courses (MOOCs) have increasingly become objects of research interest and studies in recent years. While MOOCs could be a means to address massive audiences, they suffer from high drop-out rates and low user engagement. Gamification is known as the application of game design elements in non-gaming scenarios to solve problems or to influence a user’s behaviour change. By applying gamification to MOOCs, we aim to enhance users’ engagement and goal achievement within a MOOC environment. To define our gamification strategy, we asked 42 experts in the fields of game design, learning science and technology-enhanced learning to rate 21 selected game design patterns according to their suitability within a MOOC environment application. The data collected allowed us to identify a set of nine game design patterns as promising candidates to be tested in MOOC environments.

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Footnotes
1
In this paper the terms game elements, game mechanics and game design patterns are used as synonymous even if the authors are aware of their differences.
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Metadata
Title
Identifying Game Elements Suitable for MOOCs
Authors
Alessandra Antonaci
Roland Klemke
Christian M. Stracke
Marcus Specht
Copyright Year
2017
DOI
https://doi.org/10.1007/978-3-319-66610-5_26

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