Gamification in education: Why, where, when, and how?—A systematic review

N Zeybek, E Saygı - Games and Culture, 2024 - journals.sagepub.com
Defined as the utilization of game elements in nongame environments, gamification has
been frequently used in education in recent years. The aim of the present study is to …

[HTML][HTML] Indicators for enhancing learners' engagement in massive open online courses: A systematic review

AA Ogunyemi, JS Quaicoe, M Bauters - Computers and Education Open, 2022 - Elsevier
Massive open online courses (MOOCs) have paved a new learning path for the 21st-century
world. The potential to reach a massive geographically dispersed audience is one of the …

Key factors in MOOC pedagogy based on NLP sentiment analysis of learner reviews: What makes a hit

L Li, J Johnson, W Aarhus, D Shah - Computers & Education, 2022 - Elsevier
MOOC platforms have seen significant membership growth in recent years. MOOCs are
leading the education world that has been digitized, remote, and highly competitive, and the …

Positive artificial intelligence in education (P-AIED): A roadmap

II Bittencourt, G Chalco, J Santos, S Fernandes… - International Journal of …, 2024 - Springer
The unprecedented global movement of school education to find technological and
intelligent solutions to keep the learning ecosystem working was not enough to recover the …

Systematic literature review about gamification in MOOCs

M Jarnac de Freitas, M Mira da Silva - Open Learning: The Journal …, 2023 - Taylor & Francis
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 …

How gamification leads to continued usage of MOOCs? A theoretical perspective

R Rohan, D Pal, S Funilkul, W Chutimaskul… - Ieee …, 2021 - ieeexplore.ieee.org
The high dropout rate, lack of learners' motivation, and MOOC users' diversity are significant
issues in MOOCs. In this sense, gamification is used to investigate if it can help to increase …

To reward and beyond: Analyzing the effect of reward-based strategies in a MOOC

A Ortega-Arranz, ML Bote-Lorenzo… - Computers & …, 2019 - Elsevier
Despite the benefits of MOOCs (eg, open access to education offered by prestigious
universities), the low level of student engagement remains as an important issue causing …

Engagement in the course of programming in higher education through the use of gamification

A Rojas-López, EG Rincón-Flores, J Mena… - Universal Access in the …, 2019 - Springer
Programming learning in college education is hard for students. Consequently, strategies
are required to boost significant learning as well as sustained motivation during the delivery …

Efforts in Europe for Data-Driven Improvement of Education–A review of learning analytics research in six countries

J Nouri, M Ebner, D Ifenthaler, M Sqr, J Malmberg… - 2019 - bora.uib.no
Information and communication technologies are increasingly mediating learning and
teaching practices as well as how educational institutions are handling their administrative …

Exploring learners experience of gamified practicing: For learning or for fun?

D Dicheva, K Irwin, C Dichev - International …, 2019 - journal.seriousgamessociety.org
Gamification in education primarily aims at increasing learners' motivation to engage in
given learning activities and thereby promote desired learning behaviors. Despite its …