2021
DOI: 10.1007/978-3-030-72654-6_26
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Gamification in MOOC Context. Documentary Analysis

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Cited by 5 publications
(6 citation statements)
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“…LMS platforms have proven effective in creating student-centered learning environments, promoting collaboration, and offering flexible access to course materials [2,28]. The incorporation of gamification elements within LMS environments extends these benefits by introducing game-like mechanisms such as rewards, badges, and leaderboards, which incentivize active participation and achievement [19,20]. However, the novelty of this study lies in its tailored approach to slow learners.…”
Section: Discussionmentioning
confidence: 99%
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“…LMS platforms have proven effective in creating student-centered learning environments, promoting collaboration, and offering flexible access to course materials [2,28]. The incorporation of gamification elements within LMS environments extends these benefits by introducing game-like mechanisms such as rewards, badges, and leaderboards, which incentivize active participation and achievement [19,20]. However, the novelty of this study lies in its tailored approach to slow learners.…”
Section: Discussionmentioning
confidence: 99%
“…Gamification, the integration of game elements in non-game contexts, has garnered significant attention in education for its potential to enhance student engagement and academic performance [17,22]. Moreover, additional research endeavors have delved into the implications of gamification within the context of higher education LMS environments [18][19][20]. The study incorporated gamified elements, such as quests and challenges, to encourage students to explore course content and complete tasks in an interactive manner.…”
Section: Gamification Within Lmsmentioning
confidence: 99%
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“…While previous research has recognized the potential of gamification to enhance learner engagement, motivation, and outcomes within the educational landscape (Bovermann & Bastiaens, 2020;Puig et al, 2023;Ramansyah et al, 2023;van Roy & Zaman, 2018), there remains a substantial gap in our understanding of its effective integration into MOOCs. Existing studies have primarily explored the use of gamification elements in traditional educational settings, but their application within MOOCs, particularly concerning the promotion of SDL, has been largely uncharted territory (Agonács et al, 2020;An et al, 2021;Aparicio et al, 2019;Cheng, 2023;Supriyono et al, 2020;Torres-Toukoumidis et al, 2021;Zhu, 2021). Furthermore, prior MOOC research has consistently identified challenges related to high dropout rates, limited learner engagement, and a lack of personalized learning experiences (Goopio & Cheung, 2021;Liu et al, 2019;Sari et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…En este sentido es fundamental contar con herramientas innovadoras, ya que la educación tiene un rol fundamental en la capacitación del alumnado (6). Es imprescindible indicar que aquellas herramientas didácticas se relacionan con la innovación educativa y reta al docente a aprender y de esta manera permitir que los alumnos muestren interés hacia este tipo de recursos (7,8).…”
Section: Introductionunclassified