Cited by 63Educational Games and GamificationOnline Learning and AnalyticsDigital Games and Media

Systematic literature review about gamification in MOOCs

Open access
Jarnac de Freitas, Marta, Mira da Silva, Miguel·2023·Open Learning The Journal of Open Distance and e-Learning

Abstract

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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Crossref · 10.1080/02680513.2020.1798221

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37 of 37 references verified0 citation errors · 0 not checkable

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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
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
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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