2017
DOI: 10.1007/978-3-319-66562-7_29
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Student-Based Gamification Framework for Online Courses

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Cited by 7 publications
(10 citation statements)
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“…Gametize [24] MyMOOCSpace [25], [26], [27] SBGF [28] iMOOX [29] OpenHPI [30], [31] MEdit4CEP-Gam [32] INDIeAuthor [33], [34] OneUp [23], [35], [19], [15] TABLE 2. Technological systems supporting the use of gamification in MOOCs.…”
Section: System Referencesmentioning
confidence: 99%
“…Gametize [24] MyMOOCSpace [25], [26], [27] SBGF [28] iMOOX [29] OpenHPI [30], [31] MEdit4CEP-Gam [32] INDIeAuthor [33], [34] OneUp [23], [35], [19], [15] TABLE 2. Technological systems supporting the use of gamification in MOOCs.…”
Section: System Referencesmentioning
confidence: 99%
“…and alignment of reward-based strategies with learning contents (e.g., [280,226]); and, do not tackle the issue of how costly it is for practitioners that are not experts in ICT, to put these strategies in practice in authentic MOOC settings (e.g., [40,217]). These current limitations can have a negative effect in the attainment of the expected gamification and pedagogical goals, in the affordability of using these practices, and in the end, in the adoption of gamification strategies in MOOC environments.…”
Section: Motivationmentioning
confidence: 99%
“…The MOOC context (e.g., topic, activities) and the characteristics of its cohort of participants are two important variables in the gamification design that potentially impact the effects of gamification on learners [111,253]. Since there exists a myriad of MOOCs about hundreds of topics, each of them implementing different types of activities and resources, and targeting different learning populations (e.g., software programmers, inservice teachers), systems supporting the design of reward-based strategies in MOOCs should permit a high flexibility in the design of gamified MOOCs [9,40,7]. This flexibility should allow practitioners achieve the gamification expected goals (e.g., promote student positive interdependence); align the gamification purposes with the course pedagogical contents, tools and goals (e.g., collaborative learning); and, avoid negative counter effects on students (e.g., off-task behavior).…”
Section: Design Expressivenessmentioning
confidence: 99%
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