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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 |