Roland Klemke

Prof. Roland Klemke

orcid

Research Focus & Metrics

Academic Career Length

29Years (1998-Present)

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

Representative Publications

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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.

1 January 2011 in International Journal of Technology Enhanced Learning
Verified
Journal Article
Closed access
SKSebastian Kelle
Sebastian Kelle
RKRoland Klemke
Roland Klemke
MSMarcus Specht
Marcus Specht
This article concerns the design of self-contained digital games for the life-long learning context. Although the potential of games for teaching and learning is undisputed, two main barriers hamper its wide introduction. First, the design of such games tends to be complex, laborious and costly. Second, the requirements for a sensible game do not necessarily coincide with the requirements for effective learning. To solve this problem, we propose a methodology to the design of learning games by using game design patterns and matching these with corresponding learning functions, which is expected to reduce design effort and help determining the right balance between game elements and learning. First empirical results indicate that such a methodology actually can work.

1 January 2012 in International Journal of Technology Enhanced Learning
Verified
Journal Article
Closed access
BSBirgit Schmitz
Birgit Schmitz
RKRoland Klemke
Roland Klemke
MSMarcus Specht
Marcus Specht
Within the past decade, a growing number of educational scientists have started to recognise the multifaceted potential that mobile learning games have as a tool for learning and teaching. This paper presents a review of current research on the topic to better understand game mechanisms with regard to learning outcomes. The purpose of this paper is twofold. First, we introduce a framework of analysis which is based on previous work on game design patterns for mobile games and on learning outcomes. The framework focuses on two aspects, motivation and knowledge gain. Second, we present a set of patterns which we identified in the literature and that positively influence these two aspects. Our results support the general assumption that mobile learning games have potential to enhance motivation. It reveals that game mechanisms such as Collaborative Actions or Augmented Reality provide incentive to get engaged with learning and/or a certain topic. With regard to knowledge gain, results are less comprehensive.

1 February 2015 in Computers & Education
Verified
Journal Article
Closed access
BSBirgit Schmitz
Birgit Schmitz
RKRoland Klemke
Roland Klemke
JWJaap Walhout
Jaap Walhout
MSMarcus Specht
Marcus Specht

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.

1 November 2018 in Educational Research Review
Verified
Journal Article
Open access
Bibeg LimbuBibeg Limbu
Bibeg Limbu
HJHalszka Jarodzka
Halszka Jarodzka
RKRoland Klemke
Roland Klemke
MSMarcus Specht
Marcus Specht