Abstract
Gamification has recently been presented as a successful strategy to engage users, with potential for online education. However, while the number of publications on gamification has been increasing in recent years, a classification of its empirical effects is still missing. We present a systematic literature review conducted with the purpose of closing this gap by clarifying what effects gamification generates on users’ behaviour in online learning. Based on the studies analysed, the game elements most used in the literature are identified and mapped with the effects they produced on learners. Furthermore, we cluster these empirical effects of gamification into six areas: performance, motivation, engagement, attitude towards gamification, collaboration, and social awareness. The findings of our systematic literature review point out that gamification and its application in online learning and in particular in Massive Online Open Courses (MOOCs) are still a young field, lacking in empirical experiments and evidence with a tendency of using gamification mainly as external rewards. Based on these results, important considerations for the gamification design of MOOCs are drawn
Original language | English |
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Article number | 32 |
Pages (from-to) | 1-22 |
Number of pages | 22 |
Journal | Informatics |
Volume | 6 |
Issue number | 3 |
DOIs | |
Publication status | Published - 12 Aug 2019 |
Keywords
- ACHIEVEMENT
- BADGES
- CLASSROOM
- EDUCATION
- ENGAGEMENT
- IMPLEMENTATION INTENTIONS
- INTRINSIC MOTIVATION
- LEADERBOARDS
- MOOC
- MOOCs
- SOCIAL NETWORKING
- empirical studies
- game elements
- gamification
- online learning
- systematic literature review