Abstract
Massive Online Open Courses (MOOC) have been set up as an alternative for teaching during the pandemic. Therefore, the current situation of this emerging technique is analyzed through documentary analysis, deepening in the general gamification characteristics of the courses offered in 10 MOOC platforms. The findings obtained have allowed to organize them into 4 groups of courses on gamification, showing that although conceptually it is centered in the definition of Deterding et al. (2011), there is still some confusion with respect to other definitions such as serious games and videogames; Besides, it is also prescribed that beyond courses entirely directed towards gamification, several disciplines, among them, computer science, education and business administration have used in their content the realization of particular units towards gamification. In conclusion, MOOCs have clearly served to increase the visibility, presence, and teaching of emerging techniques, promoting interest and understanding of the subject by users immersed in the digital ecosystem.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Quijano-Escate, R., Rebatta-Acuña, A., Garayar-Peceros, H., Gutierrez-Flores, K.E., Bendezu-Quispe, G.: Aprendizaje en tiempos de aislamiento social: cursos masivos abiertos en línea sobre la COVID-19. Rev. Peru. Med. Exp. Salud Publica 37(2), 18–45 (2020)
Milligan, S.K., Griffin, P.: Understanding learning and learning design in MOOCs: a measurement-based interpretation. J. Learn. Anal. 3(2), 88–115 (2016)
Watson, S.L., Watson, W.R., Yu, J.H., Alamri, H., Mueller, C.: Learner profiles of attitudinal learning in a MOOC: an explanatory sequential mixed methods study. Comput. Educ. 114, 274–285 (2017)
Klemke, R., Eradze, M., Antonaci, A.: The flipped MOOC: using gamification and learning analytics in MOOC design—a conceptual approach. Educ. Sci. 8(1), 25–38 (2018)
Larionova, V., Brown, K., Bystrova, T., Sinitsyn, E.: Russian perspectives of online learning technologies in higher education: an empirical study of a MOOC. Res. Comp. Int. Educ. 13(1), 70–91 (2018)
You, H.: Students’ perception about learning using MOOC. Int. J. Emerg. Technol. Learn. (iJET) 14(18), 203–208 (2019)
Torres-Toukoumidis, A., Romero, L.: Aprender jugando. La gamificación en el aula. In: García, R., Perez, A., Torres-Toukoumidis, A. (eds.) Educar para los nuevos Medios, Claves para el desarrollo de la competencia mediática en el entorno digital, pp. 61–72. Editorial Universitaria Abya-Yala, Quito (2018)
Torres-Toukoumidis, A., Marín-Mateos, P.: Gamificación en aplicaciones móviles para servicios bancarios de España. Retos. Revista de Ciencias de la Administración y Economía 7(13), 43–57 (2017)
Huotari, K., Hamari, J.: A definition for gamification: anchoring gamification in the service marketing literature. Electron. Mark. 27(1), 21–31 (2017)
Morales, M., Amado-Salvatierra, H.R., Hernández, R., Pirker, J., Gütl, C.: A practical experience on the use of gamification in MOOC courses as a strategy to increase motivation. In: International Workshop on Learning Technology for Education Challenges, pp. 139–149. Springer, Cham (2016)
Chang, J.W., Wei, H.Y.: Exploring engaging gamification mechanics in massive online open courses. J. Educ. Technol. Soc. 19(2), 177–203 (2016)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011)
Yohannis, A.R., Prabowo, Y.D., Waworuntu, A.: Defining gamification: from lexical meaning and process viewpoint towards a gameful reality. In: Information Technology Systems and Innovation, pp. 284–289. IEEE (2014)
Torres-Toukoumidis, A.: Evaluación de políticas públicas con técnicas de gamificación para la educación ciudadana. Universidad de Huelva, Spain (2016)
Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley, New York (2012)
Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media Inc, Massachusetts (2011)
Huotari, K., Hamari, J.: Defining gamification: a service marketing perspective. In: Proceedings of the 16th International Academic MindTrek Conference, pp. 17–22. ACM (2012)
Baggaley, J.: MOOC rampant. Distance Educ. 34, 368–378 (2013)
Reisman, S.: The future of online instruction, part 2. Computer 47(6), 82–84 (2014)
Palma-Ruiz, J.M., González-Moreno, S.E., Cortés-Montalvo, J.A.: Sistemas de gestión del aprendizaje en dispositivos móviles: evidencia de aceptación en una universidad pública de México. Innovación Educativa 19(79), 35–56 (2019)
Matías González, H., Pérez Avila, A.: Los Cursos en Línea Masivos y Abiertos (MOOC) como alternativa para la educación a distancia. GECONTEC: revista Internacional de Gestión del Conocimiento y la Tecnología 2, 41–49 (2014)
Cisel, M.: The structure of the MOOC ecosystem as revealed by course aggregators. Am. J. Distance Educ. 33(3), 212–227 (2019)
Class Central. The Report. https://www.classcentral.com/report/moocs-2015-stats/. Accessed 21 Sept 2020
Poy, R., Gonzales-Aguilar, A.: Factores de éxito de los MOOC: algunas consideraciones críticas. Iberian J. Inf. Syst. Technol. (e1), 105–118 (2014)
Class Central. The Report. https://www.classcentral.com/report/moocs-2017-stats/. Accessed 26 Sept 2020
Bowen, G.A.: Document analysis as a qualitative research method. Qual. Res. J. 9(2), 27–40 (2009)
Coffman, J., Weaver, A.C.: A framework for evaluating database keyword search strategies. In: Proceedings of the 19th ACM International Conference on Information and Knowledge Management - CIKM 2010, pp. 729–753 (2010)
Frey, B.B.: The Sage Encyclopedia of Educational Research, Measurement, and Evaluation. Sage Publications, Thousand Oaks (2018)
Fereday, J., Muir-Cochrane, E.: Demonstrating rigor using thematic analysis: a hybrid approach of inductive and deductive coding and theme development. Int. J. Qual. Methods 5(1), 103–128 (2006)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Torres-Toukoumidis, A., González-Moreno, S.E., Palma-Ruiz, J.M. (2021). Gamification in MOOC Context. Documentary Analysis. In: Rocha, Á., Adeli, H., Dzemyda, G., Moreira, F., Ramalho Correia, A.M. (eds) Trends and Applications in Information Systems and Technologies. WorldCIST 2021. Advances in Intelligent Systems and Computing, vol 1368. Springer, Cham. https://doi.org/10.1007/978-3-030-72654-6_26
Download citation
DOI: https://doi.org/10.1007/978-3-030-72654-6_26
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-72653-9
Online ISBN: 978-3-030-72654-6
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)