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gMOOCs – Flow and Persuasion to Gamify MOOCs

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Part of the book series: Lecture Notes in Computer Science ((LNISA,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.

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Correspondence to Alessandra Antonaci .

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Antonaci, A., Peter, D., Klemke, R., Bruysten, T., Stracke, C.M., Specht, M. (2017). gMOOCs – Flow and Persuasion to Gamify MOOCs. In: Dias, J., Santos, P., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science(), vol 10653. Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_12

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  • DOI: https://doi.org/10.1007/978-3-319-71940-5_12

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-71939-9

  • Online ISBN: 978-3-319-71940-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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