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Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis

dc.contributor.authorPatiño-Toro, Orfa
dc.contributor.authorRodríguez-Correa, Paula
dc.contributor.authorValencia-Arias, Alejandro
dc.contributor.authorFernández-Toro, Andrés
dc.contributor.authorJiménez-Guzmán, Alexander
dc.contributor.authorEscorcia-González, John
dc.date.accessioned2022-11-12T11:12:49Z
dc.date.available2022-11-12T11:12:49Z
dc.date.issued2022-10-15
dc.description.abstractCurrently, educational systems have assumed a relevant role in developing knowledge and strengthening skills in individuals, an aspect that has become a determining factor for the advancement of society. However, these systems present constant challenges, especially influenced by the advance in information and communication technologies, access to the Internet, and mobile devices, which implies transformations in the new paradigms of teaching and learning methodologies. In this scenario, gamification has been one of the strategies used within virtual learning environments such as MOOCs to increase student motivation in the development of courses. In the last decade, interest in this topic has been evidenced. Therefore, this study aims to identify the main research trends in studies on gamification in MOOCs in the last ten years. For this purpose, a bibliometric analysis was carried out using the Scopus database, from which 265 publications were obtained. The main actors (authors and journals) most cited and thematic trends were identified based on the recurrence of keywords. Among the findings, it was identified that researchers are interested in e-Learning, motivation, online learning, serious games, student engagement, badges and rewards, and the use of the Internet as a tool for learning.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationPatiño-Toro, O. N., Rodríguez-Correa, P. A., Valencia-Arias, A., Fernández-Toro, A. C., Jiménez-Guzmán, A., & Escorcia-González, J. J. (2022). Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis. Journal of Information Systems Engineering and Management, 7(4), 18034. https://doi.org/10.55267/iadt.07.12534pt_PT
dc.identifier.doihttps://doi.org/10.55267/iadt.07.12534pt_PT
dc.identifier.issn2468-4376
dc.identifier.urihttp://hdl.handle.net/10400.26/42285
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherIADITI Editionspt_PT
dc.relation.publisherversionhttps://www.jisem-journal.com/article/thematic-trends-around-gamification-in-mooc-a-bibliometric-analysis-12534pt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectMOOCpt_PT
dc.subjectonline learningpt_PT
dc.subjectgamificationpt_PT
dc.subjectgame-based learningpt_PT
dc.subjecteducational information systemspt_PT
dc.subjectthematic trendspt_PT
dc.titleThematic Trends Around Gamification in MOOC: A Bibliometric Analysispt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.conferencePlacePortugalpt_PT
oaire.citation.issue4pt_PT
oaire.citation.titleJournal of Information Systems Engineering and Managementpt_PT
oaire.citation.volume7pt_PT
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT

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