正确实现MOOC的游戏化!

A. Antonaci, R. Klemke, K. Kreijns, M. Specht
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引用次数: 21

摘要

mooc的社交和个人方面是同一枚硬币的两面。然而,尽管大多数MOOC设计都没有充分考虑到大量受众可能带来的潜力,但有几项研究强调了MOOC用户体验的单人任务模式。基于实施意图、社会存在、社会影响和流动理论,我们将mooc的游戏化设计概念化,包括社交和个人方面。我们将介绍游戏化设计过程、理论框架、定量和定性研究结果,以确定最合适的游戏元素、概念设计以及我们的建议。我们的研究结果使游戏化和MOOC的设计师能够以新的视角看待这两种现象,通过参考新的理论和新的游戏元素来设计游戏化MOOC,旨在提高用户的目标实现和参与度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Get Gamification of MOOC right!
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.
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