Gamification in MOOCs: A systematic literature review

被引:3
作者
Major, Rodrigo Rodrigues [1 ,2 ,3 ,4 ]
da Silva, Miguel Mira [1 ,2 ]
机构
[1] Univ Lisbon, INOV, Lisbon, Portugal
[2] Univ Lisbon, Inst Super Tecn, Lisbon, Portugal
[3] Univ Lisbon, INOV, Portugal Av Rovisco Pais, 1, P-1049001 Lisbon, Portugal
[4] Univ Lisbon, Inst Super Tecn, Portugal Av Rovisco Pais, 1, P-1049001 Lisbon, Portugal
来源
COGENT EDUCATION | 2023年 / 10卷 / 02期
关键词
gamification; MOOC; review; SLR;
D O I
10.1080/2331186X.2023.2275820
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Gamification has the potential to enhance learner motivation and increase participation, thereby improving MOOC's retention rates. However, challenges exist in finding the balance between learning and gamification elements and ensuring effective implementation, as well as the limited availability of established gamification frameworks tailored for MOOCs. The purpose of this review is to shed light on the current state of research, identify research gaps and answer them. The findings underscore the importance of finding a balance in gamification design with game elements' use, addressing implementation challenges, MOOC platforms, and developing tailored frameworks for MOOCs to optimize learner engagement and retention rates.
引用
收藏
页数:16
相关论文
共 51 条
[1]  
Saraguro-Bravo RA, 2016, INT CONF EDEMOC EGOV, P176, DOI 10.1109/ICEDEG.2016.7461717
[2]  
Alves V. C., 2020, Sintaxis, V1, P128
[3]   The Effects of Gamification in Online Learning Environments: A Systematic Literature Review [J].
Antonaci, Alessandra ;
Klemke, Roland ;
Specht, Marcus .
INFORMATICS-BASEL, 2019, 6 (03)
[4]   Get Gamification of MOOC right! How to Embed the Individual and Social Aspects of MOOCs in Gamification Design [J].
Antonaci, Alessandra ;
Klemke, Roland ;
Kreijns, Karel ;
Specht, Marcus .
INTERNATIONAL JOURNAL OF SERIOUS GAMES, 2018, 5 (03) :61-78
[5]  
Bakar N. F. A., 2017, P 2017 INT C RES INN, P1
[6]  
Barrere E., 2017, Educacao Matematica Debate, V1, P173, DOI [https://doi.org/10.24116/emd25266136v1n22017a04, DOI 10.24116/EMD25266136V1N22017A04]
[7]  
Blunt R., 2007, INTERSERVICEINDUSTRY, P945
[8]   Enhancing Fun through Gamification to Improve Engagement in MOOC [J].
Borras-Gene, Oriol ;
Martinez-Nunez, Margarita ;
Martin-Fernandez, Luis .
INFORMATICS-BASEL, 2019, 6 (03)
[9]  
Borras-Gene O, 2016, INT J ENG EDUC, V32, P501
[10]  
Chang JW, 2016, EDUC TECHNOL SOC, V19, P177