A Systematic Literature Review of Gamification in Massive Online Open Course

Jeffri Prayitno Bangkit Saputra, Achmad Nizar Hidayanto, Harjanto Prabowo, Meyliana

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The development of information and communication technology makes it easy for anyone to be able to take part in online-based learning. Currently, online-based learning has been offered by many institutions or commercial industries. Gamification is one of the strategies to increase students' learning motivation. In this study, we focus on examining the role of gamification and game elements are contained in gamification-based learning. From the results of our research, it shows that gamification in the online-based learning process is growing. Gamification is proven to have a positive impact on students' learning motivation, although it is still dependent on various factors and conditions.

Original languageEnglish
Title of host publicationProceedings - 2021 IEEE 5th International Conference on Information Technology, Information Systems and Electrical Engineering
Subtitle of host publicationApplying Data Science and Artificial Intelligence Technologies for Global Challenges During Pandemic Era, ICITISEE 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages55-60
Number of pages6
ISBN (Electronic)9781665401968
DOIs
Publication statusPublished - 2021
Event5th IEEE International Conference on Information Technology, Information Systems and Electrical Engineering, ICITISEE 2021 - Purwokerto, Indonesia
Duration: 24 Nov 202125 Nov 2021

Publication series

NameProceedings - 2021 IEEE 5th International Conference on Information Technology, Information Systems and Electrical Engineering: Applying Data Science and Artificial Intelligence Technologies for Global Challenges During Pandemic Era, ICITISEE 2021

Conference

Conference5th IEEE International Conference on Information Technology, Information Systems and Electrical Engineering, ICITISEE 2021
Country/TerritoryIndonesia
CityPurwokerto
Period24/11/2125/11/21

Keywords

  • Gamification
  • MOOC
  • Online Learning

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