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Engaging MOOC through gamification: Systematic mapping review

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dc.contributor.author Rincón-Flores E.
dc.contributor.author Montoya M.
dc.contributor.author Mena J.
dc.date.accessioned 2020-01-15T22:12:01Z
dc.date.available 2020-01-15T22:12:01Z
dc.date.issued 2019
dc.identifier.uri https://dspace.kpfu.ru/xmlui/handle/net/157008
dc.description.abstract © 2019 ACM. 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.
dc.subject Gamification
dc.subject MOOC
dc.subject Online learning
dc.subject Teaching/learning strategies
dc.title Engaging MOOC through gamification: Systematic mapping review
dc.type Conference Paper
dc.collection Публикации сотрудников КФУ
dc.relation.startpage 600
dc.source.id SCOPUS-2019-SID85075420930


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  • Публикации сотрудников КФУ Scopus [24551]
    Коллекция содержит публикации сотрудников Казанского федерального (до 2010 года Казанского государственного) университета, проиндексированные в БД Scopus, начиная с 1970г.

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