2020
DOI: 10.17083/ijsg.v7i3.357
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Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies

Abstract: Gamification aims at addressing problems in various fields such as the high dropout rates, the lack of engagement, isolation, or the lack of personalisation faced by Massive Open Online Courses (MOOC). Even though gamification is widely applied, not only in MOOCs, only few cases are meaningfully designed and empirically tested. The Gamification Design Process (GaDeP) aims to cover this gap. This article first briefly introduces GaDeP, presents the concept of meaningful gamification, and derives how it motivate… Show more

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Cited by 7 publications
(3 citation statements)
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“…As a remedy for the high attrition rates in MOOCs, gamification has been proposed (Klemke et al, 2018(Klemke et al, , 2020Nesterowicz et al, 2022;Rohan et al, 2021). In order to engage individuals, inspire action, facilitate learning, and resolve issues, gamification is a process and paradigm shift that employs game mechanics in nongame contexts (Alsaad & Durugbo, 2021;Conlin & Santana, 2022;Klemke et al, 2020). Gamification is believed to increase learners' motivation and engagement, leading to sustainable usage scenarios.…”
Section: Introductionmentioning
confidence: 99%
“…As a remedy for the high attrition rates in MOOCs, gamification has been proposed (Klemke et al, 2018(Klemke et al, , 2020Nesterowicz et al, 2022;Rohan et al, 2021). In order to engage individuals, inspire action, facilitate learning, and resolve issues, gamification is a process and paradigm shift that employs game mechanics in nongame contexts (Alsaad & Durugbo, 2021;Conlin & Santana, 2022;Klemke et al, 2020). Gamification is believed to increase learners' motivation and engagement, leading to sustainable usage scenarios.…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is the application of game elements in a non-game context (Deterding et al, 2011) and has previously been used to increase engagement and motivation in various contexts (Dichev & Dicheva, 2017;Hamari et al, 2014;Koivisto & Hamari, 2019;Looyestyn et al, 2017). Several gamification design frameworks have been produced both from scholars, e.g., Motivational Design Lens (Deterding, 2015) GaDeP (Klemke et al, 2020) and The RECIPE for Meaningful Gamification (Nicholson, 2015) and from practitioners, e.g. Octalysis (Chou, 2016), Gamification by Design (Zichermann & Cunningham, 2011).…”
Section: Introductionmentioning
confidence: 99%
“…The second article by Roland Klemke, Alessandra Antonaci, and Bibeg Limbu, titled "Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies" [2], introduces the Gamification Design Process (GaDeP) as a design methodology to apply the concept of meaningful gamification. To validate GaDeP as a design framework for the creation of gamified applications independent of specific applications, the authors followed a two-fold approach.…”
mentioning
confidence: 99%