Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis

Detalhes bibliográficos
Autor(a) principal: Patiño-Toro, Orfa
Data de Publicação: 2022
Outros Autores: Rodríguez-Correa, Paula, Valencia-Arias, Alejandro, Fernández-Toro, Andrés, Jiménez-Guzmán, Alexander, Escorcia-González, John
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/42285
Resumo: Currently, 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.
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spelling Thematic Trends Around Gamification in MOOC: A Bibliometric AnalysisMOOConline learninggamificationgame-based learningeducational information systemsthematic trendsCurrently, 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.info:eu-repo/semantics/publishedVersionIADITI Editions2022-11-12T11:12:49Z2022-11-122022-10-15T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/10400.26/42285oai:comum.rcaap.pt:10400.26/42285enghttps://doi.org/Patiño-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.07.125342468-4376http://hdl.handle.net/10400.26/42285https://doi.org/10.55267/iadt.07.12534https://www.jisem-journal.com/article/thematic-trends-around-gamification-in-mooc-a-bibliometric-analysis-12534http://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessPatiño-Toro, OrfaRodríguez-Correa, PaulaValencia-Arias, AlejandroFernández-Toro, AndrésJiménez-Guzmán, AlexanderEscorcia-González, Johnreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-12-17T06:25:13Zoai:comum.rcaap.pt:10400.26/42285Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:14:46.116330Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
title Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
spellingShingle Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
Patiño-Toro, Orfa
MOOC
online learning
gamification
game-based learning
educational information systems
thematic trends
title_short Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
title_full Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
title_fullStr Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
title_full_unstemmed Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
title_sort Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
author Patiño-Toro, Orfa
author_facet Patiño-Toro, Orfa
Rodríguez-Correa, Paula
Valencia-Arias, Alejandro
Fernández-Toro, Andrés
Jiménez-Guzmán, Alexander
Escorcia-González, John
author_role author
author2 Rodríguez-Correa, Paula
Valencia-Arias, Alejandro
Fernández-Toro, Andrés
Jiménez-Guzmán, Alexander
Escorcia-González, John
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Patiño-Toro, Orfa
Rodríguez-Correa, Paula
Valencia-Arias, Alejandro
Fernández-Toro, Andrés
Jiménez-Guzmán, Alexander
Escorcia-González, John
dc.subject.por.fl_str_mv MOOC
online learning
gamification
game-based learning
educational information systems
thematic trends
topic MOOC
online learning
gamification
game-based learning
educational information systems
thematic trends
description Currently, 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.
publishDate 2022
dc.date.none.fl_str_mv 2022-11-12T11:12:49Z
2022-11-12
2022-10-15T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.26/42285
oai:comum.rcaap.pt:10400.26/42285
url http://hdl.handle.net/10400.26/42285
identifier_str_mv oai:comum.rcaap.pt:10400.26/42285
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://doi.org/Patiño-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.07.12534
2468-4376
http://hdl.handle.net/10400.26/42285
https://doi.org/10.55267/iadt.07.12534
https://www.jisem-journal.com/article/thematic-trends-around-gamification-in-mooc-a-bibliometric-analysis-12534
dc.rights.driver.fl_str_mv http://creativecommons.org/licenses/by/4.0/
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