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

Conference proceedings article


ผู้เขียน/บรรณาธิการ


กลุ่มสาขาการวิจัยเชิงกลยุทธ์


รายละเอียดสำหรับงานพิมพ์

รายชื่อผู้แต่งRohan R., Pal D., Funilkul S.

ผู้เผยแพร่Hindawi

ปีที่เผยแพร่ (ค.ศ.)2020

ISBN9781450377591

นอก0146-9428

eISSN1745-4557

URLhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85089186943&doi=10.1145%2f3406601.3406607&partnerID=40&md5=46d3d98b4399ad10b4d440a413347685

ภาษาEnglish-Great Britain (EN-GB)


ดูบนเว็บไซต์ของสำนักพิมพ์


บทคัดย่อ

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. © 2020 ACM.


คำสำคัญ

Gamification


อัพเดทล่าสุด 2023-02-10 ถึง 07:36