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2017 | OriginalPaper | Buchkapitel

Towards Implementing Gamification in MOOCs

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

Erschienen in: Games and Learning Alliance

Verlag: Springer International Publishing

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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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Fußnoten
1
In this paper the term game elements, game mechanics and game design patterns are used as synonyms even if the authors are aware of their differences. In particular, game elements are attributes of a game (such as score), while game mechanics are “any part of the rule system of a game that covers one, and only one, possible kind of interaction that takes place during the game” [8]. As for Game Design Pattern, (GDP), “The origin of the concept of “design patterns” hails from the field of architecture and in particular was coined by Christopher Alexander” [9]. Applying GDP is also a method of codifying game design knowledge in separate but interrelated parts.
 
2
It is called a tree because once the basic skills are gained by the users, it opens several branches and the user can decide what to follow.
 
Literatur
1.
Zurück zum Zitat Dicheva, D., Dichev, C.: Gamification in education: where are we in 2015? In: E-Learn 2015, Kona, Hawaii, US, pp. 1445–1454 (2015) Dicheva, D., Dichev, C.: Gamification in education: where are we in 2015? In: E-Learn 2015, Kona, Hawaii, US, pp. 1445–1454 (2015)
2.
Zurück zum Zitat Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. Educ. Technol. Soc. 18, 75–88 (2015) Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. Educ. Technol. Soc. 18, 75–88 (2015)
4.
Zurück zum Zitat Antonaci, A., Klemke, R., Stracke, C.M., Specht, M.: Gamification in MOOCs to enhance users’ goal achievement. In: Proceedings of IEEE Global Engineering Education Conference (EDUCON 2017), 25–28 April, Athens Greece. IEEE Xplore (2017) Antonaci, A., Klemke, R., Stracke, C.M., Specht, M.: Gamification in MOOCs to enhance users’ goal achievement. In: Proceedings of IEEE Global Engineering Education Conference (EDUCON 2017), 25–28 April, Athens Greece. IEEE Xplore (2017)
5.
Zurück zum Zitat Chang, J.W., Wei, H.Y.: Exploring engaging gamification mechanics in massive online open courses. Educ. Technol. Soc. 19, 177–203 (2016) Chang, J.W., Wei, H.Y.: Exploring engaging gamification mechanics in massive online open courses. Educ. Technol. Soc. 19, 177–203 (2016)
6.
Zurück zum Zitat Björk, S., Holopainen, J.: Patterns in Game Design (2005) Björk, S., Holopainen, J.: Patterns in Game Design (2005)
8.
Zurück zum Zitat Lundgren, S., Bjork, S.: Game mechanics: describing computer-augmented games in terms of interaction. In: Proceeding of Technologies for Interactive Digital Storytelling and Entertainment (TIDSE), Darmstadt, Germany (2003) Lundgren, S., Bjork, S.: Game mechanics: describing computer-augmented games in terms of interaction. In: Proceeding of Technologies for Interactive Digital Storytelling and Entertainment (TIDSE), Darmstadt, Germany (2003)
Metadaten
Titel
Towards Implementing Gamification in MOOCs
verfasst von
Alessandra Antonaci
Roland Klemke
Christian M. Stracke
Marcus Specht
Copyright-Jahr
2017
DOI
https://doi.org/10.1007/978-3-319-71940-5_11