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Engaging MOOC through gamification: Systematic mapping review

Published: 16 October 2019 Publication History

Abstract

While gamification has a strong position in business and marketing, it is just emerging in the education field. This is especially true in the environment of Massive Open Online Courses (MOOC). This paper describes the trend of gamification for education in MOOC within literature. For this purpose, a systematic mapping was conducted with thirty research studies about gamification in MOOC performed between 2013 and 2019. The mapping established three dimensions: discipline, research, and technology. Results show that gamification in MOOC progresses according to the resources offered by the technological platform. Even though results about learning and motivation are encouraging, there are still opportunities for producing scientific publications.

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    TEEM'19: Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality
    October 2019
    1085 pages
    ISBN:9781450371919
    DOI:10.1145/3362789
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    Published: 16 October 2019

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    1. Gamification
    2. MOOC
    3. Teaching/learning strategies
    4. online learning

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    • (2023)Investigating Structural Gamification as an Approach to Increase Student Engagement towards Practical Exercises in the Computer Science TopicsProceedings of the ACM Conference on Global Computing Education Vol 210.1145/3617650.3624925(171-172)Online publication date: 5-Dec-2023
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