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.
CITATION STYLE
Antonaci, A., Peter, D., Klemke, R., Bruysten, T., Stracke, C. M., & Specht, M. (2017). GMOOCs – Flow and persuasion to gamify MOOCs. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10653 LNCS, pp. 126–136). Springer Verlag. https://doi.org/10.1007/978-3-319-71940-5_12
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