Alessandra Antonaci

Dr. Alessandra Antonaci


Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
12 August 2019 in Informatics
Verified
Journal Article
Open access
PDF file
AAAlessandra Antonaci
Alessandra Antonaci
RKRoland Klemke
Roland Klemke
MSMarcus Specht
Marcus Specht
Gamification has recently been presented as a successful strategy to engage users, with potential for online education. However, while the number of publications on gamification has been increasing in recent years, a classification of its empirical effects is still missing. We present a systematic literature review conducted with the purpose of closing this gap by clarifying what effects gamification generates on users’ behaviour in online learning. Based on the studies analysed, the game elements most used in the literature are identified and mapped with the effects they produced on learners. Furthermore, we cluster these empirical effects of gamification into six areas: performance, motivation, engagement, attitude towards gamification, collaboration, and social awareness. The findings of our systematic literature review point out that gamification and its application in online learning and in particular in Massive Online Open Courses (MOOCs) are still a young field, lacking in empirical experiments and evidence with a tendency of using gamification mainly as external rewards. Based on these results, important considerations for the gamification design of MOOCs are drawn.

11 February 2018 in Education Sciences
Verified
Journal Article
Open access
PDF file
RKRoland Klemke
Roland Klemke
MEMaka Eradze
Maka Eradze
AAAlessandra Antonaci
Alessandra Antonaci
Recently, research has highlighted the potential of Massive Open Online Courses (MOOCs) for education, as well as their drawbacks, which are well known. Several studies state that the main limitations of the MOOCs are low completion and high dropout rates of participants. However, MOOCs suffer also from the lack of participant engagement, personalization, and despite the fact that several formats and types of MOOCs are reported in the literature, the majority of them contain a considerable amount of content that is mainly presented in a video format. This is in contrast to the results reported in other educational settings, where engagement and active participation are identified as success factors. We present the results of a study that involved educational experts and learning scientists giving new and interesting insights towards the conceptualization of a new design approach, the flipped MOOC, applying the flipped classroom approach to the MOOCs’ design and making use of gamification and learning analytics. We found important indications, applicable to the concept of a flipped MOOC, which entails turning MOOCs from mainly content-oriented delivery machines into personalized, interactive, and engaging learning environments. Our findings support the idea that MOOCs can be enriched by the orchestration of a flipped classroom approach in combination with the support of gamification and learning analytics.

2 January 2021 in Distance Education
Verified
Journal Article
Open access
JKJulia Kasch
Julia Kasch
PRPeter van Rosmalen
Peter van Rosmalen
ALAnsje Löhr
Ansje Löhr
RKRoland Klemke
Roland Klemke
AAAlessandra Antonaci
Alessandra Antonaci
MKMarco Kalz
Marco Kalz
Various studies advocate training students prior to a peer-feedback activity to ensure high quality of feedback. Next to investing in students’ peer-feedback skills, it is important to focus on the underlying perceptions since perceptions influence learning behavior. We implemented an online peer-feedback training session in a massive open online course and examined students’ perceptions of peer-feedback and training focusing on their willingness, perceived usefulness, perceived preparedness, and general attitude; and students’ peer-feedback experience and its relation to their perception. Analysis of a perception survey from 259 students revealed that the amount of prior experience results in significant differences in students’ perception. Students without prior peer-feedback experience scored higher on willingness, usefulness, preparedness, and general attitude compared to students with some prior experience. Those with a lot of experience showed the strongest positive perception scores. No significant differences for the effect of training on perception could be measured with the available data.

9 September 2019
Verified
Book Chapter
Open access
PDF file
AAAlessandra Antonaci
Alessandra Antonaci
RKRoland Klemke
Roland Klemke
JLJohan Lataster
Johan Lataster
KKKarel Kreijns
Karel Kreijns
MSMarcus Specht
Marcus Specht
Over the past few years, massive online open courses (MOOCs) have been increasingly identified as technologies that could transform education, by providing free and high-quality content to anyone with an Internet connection. However, despite these potentials, MOOCs generally fail to keep their participants on board. One of the reasons for this phenomenon can lie in a lack of participants’ engagement. Social presence and sense of community (SoC) theories claim that a user in an online shared environment may feel more engaged if s/he perceives the others as ‘real persons’ and feels part of a community. Therefore, we developed our game elements with the purpose of developing social presence and SoC among MOOC users. The results of our experiment, from one side, show that our gamification design did positively impact users’ development of social presence and SoC, as well as their learning performance. From the other, data did not confirm that higher levels of social presence and SoC corresponded to higher engagement of MOOC users. These results have important implications for the field by enriching it with a more technologically enhanced approach towards implementing gamification, and by augmenting the social potentials of MOOCs.

5 September 2017 in Lecture Notes in Computer Science
Verified
Book Chapter
Open access
PDF file
AAAlessandra Antonaci
Alessandra Antonaci
RKRoland Klemke
Roland Klemke
Christian M. StrackeChristian M. Stracke
Christian M. Stracke
MSMarcus Specht
Marcus Specht
Massive Online Open Courses (MOOCs) have increasingly become objects of research interest and studies in recent years. While MOOCs could be a means to address massive audiences, they suffer from high drop-out rates and low user engagement. Gamification is known as the application of game design elements in non-gaming scenarios to solve problems or to influence a user’s behaviour change. By applying gamification to MOOCs, we aim to enhance users’ engagement and goal achievement within a MOOC environment. To define our gamification strategy, we asked 42 experts in the fields of game design, learning science and technology-enhanced learning to rate 21 selected game design patterns according to their suitability within a MOOC environment application. The data collected allowed us to identify a set of nine game design patterns as promising candidates to be tested in MOOC environments.

25 September 2020 in International Journal of Serious Games
Verified
Journal Article
Open access
PDF file
RKRoland Klemke
Roland Klemke
AAAlessandra Antonaci
Alessandra Antonaci
Bibeg LimbuBibeg Limbu
Bibeg Limbu
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 motivates the need for the Gamifire platform (as a scalable and platform-independent reference infrastructure for MOOC). Secondly, it defines the requirements for platformindependent gamification and describes the development of the Gamifire infrastructure. Thirdly we describe how Gamifire was successfully applied in four different cases. Finally, the applicability of GaDeP beyond MOOC is presented by reporting on a case study where GaDeP has been successfully applied by four student research and development projects. From both, the Gamifire cases and the GaDeP cases we derive the key contribution of this article: insights in the strengths and weaknesses of the Gamifire infrastructure as well as lessons learned about the applicability and limitations of the GaDeP framework. The paper ends detailing our future works and planned development activities.