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Get Gamification of MOOC right!
International Journal of Serious Games Pub Date : 2018-09-26 , DOI: 10.17083/ijsg.v5i3.255
Alessandra Antonaci , Roland Klemke , Karel Kreijns , Marcus Specht

The social and individual aspects of MOOCs are two sides of the same coin. However, while the majority of MOOC designs do not valorise the potential that a massive audience could bring in, several studies highlight the solo-mission mode of MOOC users’ experience. Based on implementation intention, social presence, social influence and flow theory we conceptualise our gamification design of MOOCs that embraces their social and individual aspects. We present the gamification design process, our theoretical framework, the quantitative and qualitative results of our study to identify the most suitable game elements, their conceptual design, and our recommendations. Our findings enable designers of gamification and MOOCs as well, to see these two phenomena under a new light, by referring to new theories and new game elements that were not being considered before in the design of a gamified MOOC aiming at enhancing users’ goal achievement and engagement.

中文翻译:

正确实现MOOC游戏化!

MOOC的社会和个人方面是同一枚硬币的两个方面。然而,尽管大多数MOOC设计并没有重视广大受众可以带来的潜力,但一些研究强调了MOOC用户体验的独占模式。基于实施意图,社会存在感,社会影响力和流动理论,我们将MOOC的游戏化设计概念化,将其包含在社会和个人方面。我们介绍游戏化设计过程,我们的理论框架,研究的定量和定性结果,以确定最合适的游戏元素,其概念设计和建议。我们的发现还使游戏化和MOOC的设计者能够以新的视角看待这两种现象,
更新日期:2018-09-26
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