Systematic literature review about gamification in MOOCs
Open accessAbstract
One of the main problems of Massive Open Online Courses (MOOCs) is the low retention rate of students and a high no-show rate. Meanwhile gamification has been gaining notoriety in the last decade within the education field. This systematic literature review explores the impact gamification has had in MOOCs, how their success is being measured, what are the theories normally associated with these gamified learning environments, and what game design elements are used as well as their implementation and outcome. We’ve reviewed 22 papers dating from 2014 to July 2019. Our findings are positive in terms of the outcomes, with a general increase in participation and retention on gamified MOOCs.
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Gamification has gained attention for its ability to increase user engagement, motivation, and enjoyment.
“Gamification has gained attention for its ability to increase user engagement, motivation, and enjoyment (29).”
From A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression (2023) · cites this paper as [29]
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- Authors
- Jarnac de Freitas, M., & Mira da Silva, M.
- Affiliations
- Universidade De Lisboa Instituto Superior Técnico, Lisbon, Portugal
- Venue
- Open Learning The Journal of Open Distance and e-Learning
- Publisher
- Informa UK Limited
- Published
- 2020-08-11
- Volume
- 38
- Issue
- 1
- Pages
- 73-95
- ISSN
- 0268-0513 (ISSN-L)
- 1469-9958
- OpenAlex
- W3048567423
- Cited by
- 63
- References
- 37
- Citations by year
- 2026: 6 · 2025: 11 · 2024: 17 · 2023: 15 · 2022: 9 · 2021: 5
- FWCI
- 1.53
- Type
- journal article
- Language
- en
- Open access
- hybrid
- doi.org
- Licence
- Locations
- Open Learning The Journal of Open Distance and e-Learning (publishedVersion, cc-by-nc-nd)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- gamification, massive open online courses, student retention, student participation, game elements, gamified learning environments, online learning outcomes
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