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Gamifying MOOC's a Step in The Right Direction?: A Systematic Literature Review

Published: 03 July 2020 Publication History

Abstract

Massive Open Online Courses (MOOC) are gaining in popularity in recent years. However, there are certain well-known drawbacks of MOOCs like lack of student motivation, student engagement, and high dropout rates, which cast doubt on the success of MOOCs. Gamification, on the other hand, uses the concept of games but applied to a non-gaming context primarily for improving the motivational level of the users. Gamification is seen to have positive effects in a number of application areas like marketing, tourism, and even education. The primary objective behind this work is to investigate the current state of gamification as applied to MOOCs and check if it is a step in the right direction. For this purpose, a systematic literature review is conducted following the PRISMA standards and results analyzed.

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  1. Gamifying MOOC's a Step in The Right Direction?: A Systematic Literature Review

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    IAIT '20: Proceedings of the 11th International Conference on Advances in Information Technology
    July 2020
    370 pages
    ISBN:9781450377591
    DOI:10.1145/3406601
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Microsoft Corporation: Microsoft Corporation
    • NECTEC: National Electronics and Computer Technology Center
    • KMUTT: King Mongkut's University of Technology Thonburi

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    Published: 03 July 2020

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    Author Tags

    1. Dropout
    2. MOOC
    3. gamification
    4. gaming elements
    5. motivation

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    • (2024)Meta-analysis of the Influence of Gamification Elements on Motivation on E-learning PlatformsArtificial Intelligence for Supporting Human Cognition and Exploratory Learning in the Digital Age10.1007/978-3-031-66462-5_13(239-256)Online publication date: 9-Aug-2024
    • (2024)Augmenting Open and Distance Learning Through GamificationDigital Transformation in Higher Education Institutions10.1007/978-3-031-52296-3_5(87-102)Online publication date: 27-Mar-2024
    • (2023)Design Features of a Career Guidance Platform to Promote Intrinsically Motivated UseProceedings of Mensch und Computer 202310.1145/3603555.3603561(197-219)Online publication date: 3-Sep-2023
    • (2023)What Affects the Adoption of Metaverse in Education? A SEM-based Approach2023 20th International Joint Conference on Computer Science and Software Engineering (JCSSE)10.1109/JCSSE58229.2023.10202090(448-453)Online publication date: 28-Jun-2023
    • (2023)Incompletion Rate Factors in MOOC: A Systematic Literature Review2023 International Conference on University Teaching and Learning (InCULT)10.1109/InCULT59088.2023.10482740(1-6)Online publication date: 18-Oct-2023
    • (2023)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature ReviewEducation and Information Technologies10.1007/s10639-022-11548-w29:2(1279-1317)Online publication date: 12-Jan-2023
    • (2023)Student Personality, Motivation and Sustainability of Technology Enhanced Learning: A SEM-Based ApproachAdvances in Computing and Data Sciences10.1007/978-3-031-37940-6_42(516-528)Online publication date: 23-Jul-2023
    • (2022)Applying the Stimulus Organism Response Framework to Explain Student’s Academic Self-concept in Online Learning During the COVID-19 PandemicAdvances in Data and Information Sciences10.1007/978-981-19-5292-0_35(373-384)Online publication date: 25-Nov-2022

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