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International Journal of Serious Games
This approach moves beyond superficial mechanics like points and badges, grounding design in established theories of social presence, flow, and implementation intention.
It's like building a house with a strong foundation, not just painting the walls.
New Approach. A six-phase design methodology integrates gamification into MOOCs using psychological theories.
Massive Open Online Courses frequently suffer from low completion rates and diminished user engagement, largely because they are often structured as traditional academic environments rather than flexible, goal-oriented platforms. To address these systemic challenges, a structured, six-phase design methodology has been developed to integrate gamification into the MOOC experience. This approach moves beyond superficial mechanics like points and badges, instead grounding design in established theories of social presence, flow, implementation intention, and social influence. By synthesizing these psychological and pedagogical frameworks, the methodology aims to create a more robust environment that supports both individual learning objectives and collective social interaction.
The core of this design strategy involves the application of ten validated game design patterns, including empowerment, smooth learning curves, and the formation of guilds. These patterns are designed to foster interdependence among learners while simultaneously catering to personal achievement goals. Expert evaluations, conducted through surveys and focus groups involving specialists in game design and learning science, confirm that individual and social dimensions are inherently linked. Consequently, effective gamification must treat these elements as a unified system rather than isolated features.
This framework provides a context-independent cycle for implementing serious game elements within educational technology. By leveraging principles from health psychology and marketing, the design process offers a scalable approach to enhancing user motivation and goal attainment. While the current research focuses on the integration of these patterns within platforms like Open edX, the methodology is designed for broader application. Future efforts will focus on validating these gamification strategies across diverse, non-educational contexts to further refine the balance between individual autonomy and social engagement in digital learning environments.
European Conference on Games Based Learning (ECGBL) · 2023