Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Outros Autores: | , , , , |
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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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/ info:eu-repo/semantics/openAccess |
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http://creativecommons.org/licenses/by/4.0/ |
eu_rights_str_mv |
openAccess |
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IADITI Editions |
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IADITI Editions |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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