Gamification in MOOC: A systematic literature review

Authors

  • Marisa Karsen Information Systems Department, School of Information Systems Bina Nusantara University, Jakarta, Indonesia
  • Mohamad Noorman Masrek Faculty of Information Management, Universiti Teknologi MARA, Selangor, Malaysia
  • Nora'Ayu Ahmad Uzir Faculty of Information Management, Universiti Teknologi MARA, Selangor, Malaysia
  • Abdul Rahman Safawi Faculty of Information Management, Universiti Teknologi MARA, Selangor, Malaysia

DOI:

https://doi.org/10.21834/ebpj.v7iSI10.4111

Keywords:

Massive Open Online Course, Systematic Literature Review, MOOC, Gamification, Gamification Element

Abstract

Research related to Gamification in MOOCs and the elements that support them has gained popularity and received particular attention in the last decade. Gamification in MOOC has several elements and goals to increase learner engagement, learner retention, and learner motivation to complete the course. This research uses a qualitative method with a systematic literature review approach to answer the research questions. This research resulted in 21 research papers on MOOC gamification. The purpose of the study is to identify gamification elements, the type of MOOC, and the impact of gamification in MOOC to optimize the completion rate of the course.

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Published

2022-11-30

How to Cite

Karsen, M., Masrek, M. N., Ahmad Uzir, N., & Safawi, A. R. (2022). Gamification in MOOC: A systematic literature review . Environment-Behaviour Proceedings Journal, 7(SI10), 111–119. https://doi.org/10.21834/ebpj.v7iSI10.4111

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Section

Educational / Learning Environment

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