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Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis

Abstract

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 Analysis

Author: Patiño-Toro, Orfa; Rodríguez-Correa, Paula; Valencia-Arias, Alejandro; Fernández-Toro, Andrés; Jiménez-Guzmán, Alexander; Escorcia-González, John
Publisher: IADITI Editions
Year: 2022
Source: https://comum.rcaap.pt/bitstreams/4864ae2d-45fa-4157-ab0e-ba0137ab7659/download
Copy igh © 2022 by Au ho /s and Licensed by IADITI. This is an open access a icle dis ibu ed unde he C ea i e Commons A ibu ion License which pe mi s
un es ic ed use, dis ibu ion, and ep oduc ion in any medium, p o ided he o iginal wo k is p ope ly ci ed.
Jou nal o In o ma ion Sys ems Enginee ing and Managemen
2022, 7(4), 18034
e-ISSN: 2468-4376
h ps://www.jisem-jou nal.com/
Li e a u e Re iew
Thema ic T ends A ound Gami ica ion in MOOC: A
Bibliome ic Analysis
O a Nidia Pa iño-To o1 *, Paula And ea Rod íguez-Co ea1, Alejand o Valencia-A ias1, And és
Camilo Fe nández-To o2, Alexande Jiménez-Guzmán3, John Jai o Esco cia-González4
1 Ins i u o Tecnológico Me opoli ano
2 Fundación Enseñas
3 Co po ación Uni e si a ia Ame icana
4 Fundación Uni e si a ia Ca ólica del No e
*
Co esponding Au ho :
[email p o ec ed].co
Ci a ion: Pa iño-To o, O. N., Rod íguez-Co ea, P. A., Valencia-A ias, A., Fe nández-To o, A. C., Jiménez-Guzmán, A., & Esco cia-González, J. J.
(2022). Thema ic T ends A ound Gami ica ion in MOOC: A Bibliome ic Analysis. Jou nal o In o ma ion Sys ems Enginee ing and Managemen , 7(4),
18034. h ps://doi.o g/10.55267/iad .07.12534
ARTICLE INFO
ABSTRACT
Recei ed: 02 Sep 2022
Accep ed: 15 Oc 2022
Cu en ly, educa ional sys ems ha e assumed a ele an ole in de eloping knowledge and
s eng hening skills in
indi iduals, an aspec ha has become a de e mining ac o o he ad ancemen o socie y. Howe e , hese sys ems
p esen cons an challenges, especially in luenced by he ad ance in in o ma ion and communica ion echnologies,
acce
ss o he In e ne , and mobile de ices, which implies ans o ma ions in he new pa adigms o eaching and
lea ning me hodologies. In his scena io, gami ica ion has been one o he s a egies used wi hin i ual lea ning
en i onmen s such as MOOCs o inc
ease s uden mo i a ion in he de elopmen o cou ses. In he las decade,
in e es in his opic has been e idenced. The e o e, his s udy aims o iden i y he main esea ch ends in s udies
on gami ica ion in MOOCs in he las en yea s. Fo his pu pos
e, a bibliome ic analysis was ca ied ou using he
Scopus da abase, om which 265 publica ions we e ob ained. The main ac o s (au ho s and jou nals) mos ci ed
and hema ic ends we e iden i ied based on he ecu ence o keywo ds. Among he indings,
i was iden i ied
ha esea che s a e in e es ed in e-
Lea ning, mo i a ion, online lea ning, se ious games, s uden engagemen ,
badges and ewa ds, and he use o he In e ne as a ool o lea ning.
Keywo ds: MOOC, online lea ning, gami ica ion, game-based lea ning, educa ional in o ma ion sys ems,
hema ic ends.
INTRODUCTION
In ecen yea s, i has been men ioned ha massi e open
online cou ses (MOOCs) ha e gene a ed impo an and
sudden changes in educa ional sys ems hanks o he a ailable
online lea ning al e na i es (Rome o-Rod iguez e al., 2019).
Al alhi (2021) poin s ou he possibili y o s udying and
imp o ing skills om anywhe e in he wo ld, hanks o i s
i ual mode, among he a ious bene i s o online aining.
This is conside ed a modali y ha con ibu es signi ican ly o
indi idual empowe men and allows people o lea n abou a
wide ange o subjec s, ollowing a p ede e mined hy hm
(Apa icio e al., 2019).
This digi al lea ning modali y has p esen ed a signi ican
g ow h in i s applicabili y due o he ab up changes ha
o igina ed in he COVID-19 pandemic, c ea ing he pe manen
need o design s a egies o he mo i a ion and pa icipa ion o
s uden s in hei di e en s ages, such as highe educa ion
(Rincon-Flo es and San os-Gue a a, 2021). S uden s ha e
exp essed he need o his gami ica ion as a means o ein o ce
he lea ning ex ac ed h ough adi ional educa ional p ac ices
(Oe e al., 2020), e en impac ing aspec s such as he men al heal h
o he ne wo k o ac o s in ol ed, such as eache s and s uden s
(Fon ana, 2020).
Howe e , conside ing aspec s ha a y acco ding o he
con ex analyzed, he e is a low accep ance o MOOCs, which
makes i essen ial o p omo e hei use among s uden s (Al alhi,
2021). Fo his, i is necessa y o unde s and all hei success
ac o s, such as use, use sa is ac ion, indi idual pe o mance,
and o ganiza ional pe o mance (Apa icio e al., 2019). As well
Pa iño-To o O. e al./ J INFORM SYSTEMS ENG, 7(4), 18034
2 / 9
as he a i ude and compu e sel -e icacy, ac o s ha ,
acco ding o Al alhi (2021), a e e i ied in he li e a u e o
exploi o he maximum hei quali ies o being ee,
he e ogeneous, and mul i- hema ic (Rome o-Rod iguez e al.,
2019). Simila ly, be e o ganiza ion o he lea ning p ocess,
g ea e accessibili y o highe educa ion, esou ce e iciency,
and academic mobili y, among o he s, a e impo an aspec s o
conside (Zakha o a and Tanasenko, 2019).
The e o e, gi en he low accep ance by he scien i ic
communi y, some au ho s ha e p esen ed he ole o
gami ica ion as undamen al o he success o MOOCs
(Apa icio e al., 2019; Rome o-Rod iguez e al., 2019). Such a
ole consis s o applying game elemen s and echniques in he
educa ional con ex (Manzano-León e al., 2021), aiming o
inc ease s uden s' mo i a ion, engagemen , and pe o mance
(Halli ax e al., 2019; Manzano-León e al., 2021). I is said ha
gami ica ion will su pass he adi ional way o lea ning o
inc ease he employabili y o o he echnologies, such as cloud
compu ing (Hakak e al., 2019).
Despi e he impo an end o applying gami ica ion
me hodologies in he educa ional con ex , some au ho s, such
as Palomino e al. (2019), men ion ha s udies on he subjec
a e s ill inconclusi e abou s uden engagemen . The eason
why ecen s udies y o o e come he main complexi ies om
he analysis o opics, such as he upda ing o lea ning modules
o scalabili y (Hakak e al., 2019).
This de iciency in aspec s ela ed o use engagemen has
esul ed in low s uden e en ion a es and high no-show a es
o en olled cou ses, making i anscenden al o adap new
aspec s o gami ica ion o he educa ional con ex (Ja nac de
F ei as and Mi a da Sil a, 2020). As a consequence o he abo e,
educa ion p o essionals a e expec ed o suppo he lea ning
p ocess o s uden s in a dynamic, lexible, and in ui i e way
(D eimane, 2019).
The abo e added o he ac ha he e is li le esea ch ha
p o ides comp ehensi e isions o no ions on he
ex apola ion o ludic concep s o educa ion (D eimane, 2019).
This opens he doo o in e es ing oppo uni ies o u u e
esea ch based on (O osu-Ampong, 2020) wha iden i ied. The
p esen s udy aims o iden i y he main esea ch ends in
s udies on gami ica ion in MOOCs in he las en yea s.
METHODOLOGY
Bibliome ics is an a icle iden i ica ion me hodology ha
can be eplica ed (Ca dona-Mon oya, 2022). Bibliome ic
analyses ha e been widely used o p o ide a quan i a i e
analysis o scien i ic publica ions on a gi en opic (Ellegaa d
and Wallin, 2015). O e ime, his echnique has e ol ed and
been e ined along wi h he exponen ial g ow h o science
(O doñez e al., 2017). This has led o he ac ha cu en ly, he
la ge amoun o da a and in o ma ion gene a ed in scien i ic
ma e s is s o ed in bibliog aphic da abases om academic
jou nals, books, pa en s, and con e ence p oceedings, among
o he s (Mo al-Muñoz e al., 2020).
In sho , bibliome ics uses s a is ical and quan i a i e
analyses o iden i y pa e ns o publica ions, hus being
conside ed an e ec i e me hod o e alua e scien i ic publica ions
(A ias Lab ado e al., 2021). Based on he abo e, his s udy
applies a bibliome ic analysis o pe o m a quan i a i e analysis
o ela ed esea ch on he applica ion o gami ica ion in MOOCs.
Fo his, an analysis o publica ions by yea , mos ci ed
esea che s and jou nals, and hema ic ends a ound he opic is
pe o med.
Da abase Selec ion
In his s udy, he Scopus da abase was used o e ie e he
publica ions on he opic. This da abase allows acking,
analyzing, and isualizing he esea ch esul s, making i
possible o de e mine ha he sea ch pe o med is adequa e. The
da abase co e s h ee sou ces: book se ies, jou nals, and
specialized magazines. In addi ion, i has been conside ed he
la ges mul idisciplina y da abase in he wo ld in e ms o he
mos ecen academic li e a u e (Go aiz and Schloegl, 2008;
Mo al-Muñoz e al., 2020).
In his sense, he keywo ds game, gami ica ion, and MOOC
a e used in he i le, abs ac , and au ho keywo ds ields;
addi ionally, he AND and OR ope a o s a e included. Thus, he
sea ch equa ion gene a ed was as ollows: TITLE-ABS-KEY-
AUTH ( ( game OR gami ica ion ) AND ( ( "MOOC" ) ). F om his,
a o al o 265 ela ed publica ions we e ob ained in he pe iod
be ween 2012 and 2022.
RESULTS ANALYSIS
The esul s a e p esen ed a ound quan i y, quali y, and
s uc u e indica o s. The quali y indica o s e lec he esea ch
ac o s wi h he highes numbe o ela ed publica ions. The
quali y indica o s p esen hose wi h he highes numbe o
ci a ions ecei ed. The s uc u e indica o s show he
collabo a ion ne wo ks and keywo d co-occu ence ne wo ks,
i.e., he mos ecu en keywo ds ha c ea e esea ch clus e s and
esea ch ends.
Quan i y indica o s
Mos o he documen s ela ed o his opic co espond o
con e ence p oceedings (51.5%), ollowed by esea ch a icles
(23.5%), con e ence e iews (17.5%), and book chap e s (5.6%).
The eason ha mos o he publica ions a e con e ence
p oceedings can be explained by he ac ha he opic has been
a end in se e al con e ences, cong esses, and esea ch
mee ings. The abo e allows he collec ion o academic pape s,
usually in books, and esea ch esul s ha , compa ed o jou nals,
a e published mo e quickly.
On he o he hand, he e is a endency o publish in compu e
sciences wi h a pe cen age o 38.1%, ollowed by social sciences
wi h 22.6%, enginee ing wi h 13.2%, and ma hema ics wi h
10.6%. This is la gely because hese a eas co e he heo e ical
bases o in o ma ion and compu a ion and hei applica ion o
social in e ac ions, as in he case o educa ion.
Fi s , he publica ions a e analyzed by yea . This co e s om
2012 o 2022. Figu e 1 shows he dis ibu ion o publica ions. In
Pa iño-To o O. e al./ J INFORM SYSTEMS ENG, 7(4), 18034
3 / 9
he las decade, esea ch on his opic has been de eloped,
which means ha he subjec is s ill e y new. Also, i can be
e idenced ha he g ow h o publica ions has been con inuous,
excep o he yea s 2015, 2018, and 2020 when publica ions
ha e dec eased om he immedia ely p e ious yea .
Impo an peaks o publica ions a e e idenced in 2014, 2016,
and 2017, he la e being he yea wi h he highes numbe o
eco ds. In addi ion, 2019 also eco ds a signi ican numbe o
publica ions. In he las wo yea s, publica ions ha e dec eased
and a e a an a e age o 31 publica ions.
The i s publica ion on his opic in 2012 was made by
Bake e al. (2012). They in es iga ed new educa ional
app oaches using i ual pla o ms, de ining he de elopmen
o online cou ses as MOOCs, he u u e uni e si y.
Subsequen ly, he opics o game in eg a ion in MOOCs we e
included. Fu he mo e, he la es publica ions o he yea 2021
and hose o 2022 ha e ocused on e alua ing he applica ion
o gami ica ion esou ces in hese cou ses o iden i y
oppo uni ies o imp o emen (Rod íguez e al., 2022).
Quali y indica o s
These indica o s a e usually associa ed wi h he numbe o
ci a ions ha publica ions ecei e and, he e o e, hei au ho s
and jou nals in which he espec i e publica ion was made
(Ho, 2014). In his sense, he indica o is based on he me hod
ha , as explained by Rod íguez Sabio e and Úbeda Sánchez
(2019), is he mos widely used o measu e he impac o
jou nals p o ided by he Jou nal Ci a ion Repo s (JCR) based
on he numbe o ci a ions ecei ed du ing wo yea s
p eceding he cu en yea .
As can be seen in Figu e 2, he au ho s wi h he highes
numbe o ci a ions ecei ed a e lis ed. In i s place is au ho
C. Meinel, who has eigh publica ions on he subjec and abou
117 ci a ions. His publica ions ha e been based on MOOC
design o suppo mul iple lea ning s yles, including social
lea ning om gami ica ion (G ünewald e al., 2013; Meinel and
Schweige , 2016; S aubi z e al., 2017).
Figu e 1. Publica ions pe yea
Figu e 2. Mos ci ed au ho s
Nex a e au ho s A. An onaci, and R. Klemke, who ha e en
publica ions and a o al o 112 ci a ions eco ded on he opics o
he e ec s o gami ica ion in online lea ning en i onmen s o
enhance use goal achie emen and lea ning analy ics (An onaci
e al., 2019, 2017; Klemke e al., 2018). The au ho F. G ünewald,
also appea s in he lis and sha es co-au ho ship wi h C. Meinel.
I is wo h no ing ha hese au ho s a e also lis ed among he
mos p oduc i e au ho s by ha ing he la ges numbe o
publica ions on he subjec , so hese au ho s a e he mos
impo an e e en s.
Nex a e he au ho s M. Apa icio, TT. Oli ei a, F. Bacao, and
M. Painho, ha e collabo a ed in a wo k in which hey de ine
gami ica ion as a key de e minan o he success o MOOCs
(Apa icio e al., 2019). A he bo om o he lis is au ho M.
Spech , wi h six publica ions on he opic and abou 90 ci a ions.
Figu e 3. Mos ci ed jou nals and con e ences
Pa iño-To o O. e al./ J INFORM SYSTEMS ENG, 7(4), 18034
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Figu e 3 lis s he jou nals and con e ences wi h he highes
numbe o ci a ions eco ded. In i s place is he IEEE Global
Enginee ing Educa ion Con e ence, EDUCON. This is a
esea ch and indus ial con e ence on global enginee ing
educa ion. I has nine ela ed publica ions and a o al o 110
ci a ions. In second place is he jou nal In o ma ion and
Managemen , wi h 90 ci a ions. This jou nal ocuses mainly on
pape s ela ed o in o ma ion sys ems (Else ie , 2022). The
ACM In e na ional Con e ence P oceeding Se ies has 17
publica ions and 88 ci a ions in hi d place. This p oceedings
se ies publishes con en om high-quali y con e ences,
echnical symposia, and wo kshops la gely on echnology-
ela ed opics (ACM, 2022).
T end Analysis
The end analysis is pe o med wi h he suppo o Py hon
so wa e o iden i y he mos used keywo ds wi hin he ield o
his esea ch and VOS iewe so wa e o map he au ho 's
keywo d co-occu ence ne wo ks and hei e olu ion o e
ime. In he i s ins ance, as shown in Figu e 4, he mos
ecu en keywo ds a e lis ed in wo- ime windows: up o 2019
and he pe iod om 2020 o 2022.
Figu e 4. Keywo ds analysis
Fo he yea 2019, a g ea in e es in e-Lea ning was
p esen ed. Said keywo d was included in 38% o he
publica ions. E-Lea ning is in insically linked o he MOOC
concep , as i is mass communica ion, knowledge sha ing, and
openness (Apa icio e al., 2019). I is o his eason ha e-
Lea ning has been so p esen wi hin he keywo ds o his ype
o s udy.
O iginally, he de ini ion o MOOC was de i ed om he
combina ion o se e al concep s, including e-Lea ning. This
concep has e ol ed om a dis ance educa ion app oach
ocused on ime and space, so he MOOC concep sha es ideas
wi h e-Lea ning (Apa icio e al., 2019). The e o e, an open
en i onmen h ough digi al communica ion a i ac s equi es
inno a i e lea ning ools. To p omo e pa icipa ion h ough e-
Lea ning sys ems, some au ho s ha e ecommended
gami ica ion as an impo an ool in lea ning p ocesses. In his
sense, he inco po a ion o a social dimension (such as
gami ica ion) o his ype o lea ning is undamen al o
in eg a ing i in o MOOCs as a po en ial in he lea ning p ocess
(Gené e al., 2014; Ma ínez-Núñez e al., 2015).
Subsequen ly, a signi ican in e es is e lec ed in he
keywo ds o aspec s associa ed wi h mo i a ion. In his sense,
mo i a ion is conside ed o be ela ed o gami ica ion due o he
possibili y o s imula ing eal- ime in e ac ion wi h lea ning
esou ces, he de elopmen o s eng hening o skills, being a un
way o he abso p ion o knowledge and ob aining ewa ds o
achie emen s in speci ic ac i i ies du ing he lea ning p ocess
(An onaci e al., 2019). O ega-A anz e al. (2019) explain ha
gami ica ion is a echnique used o inc ease s uden mo i a ion
and engagemen in MOOCs.
Conside ing he abo e and aking in o accoun he high
d opou a e o MOOC- ype cou ses, ins i u ions a e conside ing
he need o ind new aining scena ios in which s uden
mo i a ion is a undamen al ac o o gene a e g ea e e iciency
in hese in e ac ions (C uz-Beni o e al., 2017). S uden s' lea ning
becomes mo e enjoyable and in e ac i e o he ex en ha hey
can imme se hemsel es in i and pa icipa e mo e ac i ely in he
ongoing ac i i ies. The e o e, an in eg a ion o MOOCs wi h
game-based lea ning is ecommended in he li e a u e (Hung e
al., 2019), in which s uden s can ob ain ewa ds o achie e a
highe le el o engagemen in online cou ses and, a he same
ime, inc ease e en ion (O ega-A anz e al., 2019).
By 2022 he ocus will shi o online lea ning. The ocus o
online lea ning and MOOCs, as explained by (An onaci e al.,
2019), has se e al poin s in common such as aking ad an age o
he In e ne and ad anced echnologies. Up o a poin , MOOCs
can be dis inguished as a subca ego y o online lea ning.
MOOCs, unlike online lea ning, p o ide ad an ages in e ms o
open lea ning, o e ing a collec i e lea ning oppo uni y wi h
people om all o e he wo ld. The gami ica ion echnique has
been applied in di e en educa ional en i onmen s o hese
elemen s (online lea ning and MOOCs). In his way, games
become an example o highly engaging, scalable, and
pe sonalized use expe iences, which can be an op ion o ind
hose elemen s ha can be ans e ed o online lea ning (F ei e
e al., 2014).
Fo his eason, in documen ed cases, i has been shown ha
se ious games, i.e., hose designed o educa ional pu poses,
ha e been e ec i e in inc easing bo h con en e en ion and
s uden engagemen , signi ican ly in luencing he accep ance o
online lea ning sys ems. These ypes o games a emp o ake
ad an age o he huge mo i a ion a oused by online games o
imp o e he lea ning p ocess (F ei e e al., 2014; Go dillo e al.,
2021).
Figu e 5 isualizes how ends ha e changed o e ime. In
he i s ins ance, esea che s we e inclined owa d opics such
as social ne wo ks, se ious gaming, and lea ning om mobile
de ices. Subsequen ly, he opics hey leaned owa ds we e:
game-based lea ning, collabo a i e lea ning, lea ning analy ics,
e-lea ning, mo i a ion, collabo a ion, and gami ica ion. Finally,
he e was e idence o in e es in online lea ning, engagemen ,
badges, ewa ds, and game elemen s.
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Figu e 5. Thema ic ends o e ime
Gami ica ion de elops om he ans e o game design
elemen s o a non-game scena io. Rega ding hose game
elemen s, he li e a u e has iden i ied he mos ele an e ec
o gami ica ion in i ual lea ning en i onmen s:
badges/ ewa ds, leade boa ds, anking/sco ing, eedback, and
challenges. Such elemen s con ibu e o he ield o designing
app op ia e gami ica ion. Thus, pe o mance (di ec ly ela ed
o badges) is he mos impo an elemen , ollowed by
mo i a ion, lea ne engagemen , a i ude owa ds
gami ica ion, collabo a ion, and social awa eness (An onaci e
al., 2019).
Engagemen is also one o he mos ecen esea ch's mos
ecu en keywo ds. Resea che s ha e wo ked on he opic o
engagemen due o he high d opou a e o MOOCs.
The e o e, hey cons an ly ecommend including inno a i e
eaching s a egies ha p omo e pa icipan engagemen . In
his way, engagemen is qui e ela ed o gami ica ion elemen s,
gi en he un, in e ac i e, and meaning ul expe iences ha
pa icipan s can ge om using gami ica ion (Rome o-
Rod iguez e al., 2019).
Rewa ds a e also pa o he esea ch in e es s a ound
gami ica ion in MOOCs. These a e pa o he mos impo an
game elemen s used as a s a egy o he mo i a ion and
pe manence o s uden s in online lea ning cou ses. A ewa d
sys em allows lea ne s o accumula e poin s and digi al
badges. Lea ne s can ea n ewa ds when hey comple e an
assignmen , which can be a p ima y cou se objec i e ela ed o
he knowledge objec i es o he cou se. Gi en hese bene i s,
he well-known MOOC pla o ms Udaci y, edX, and Cou se a
ha e s a ed implemen ing gami ica ion s a egies in which
ewa d sys ems a e included (Abu Baka e al., 2018). I is in his
way ha he p e e ence o esea che s in his opic is e idenced.
In addi ion o he abo e, abou he analysis o he beha io o
keywo ds in s udies on MOOCs and gami ica ion, he ollowing
Ca esian plane o Figu e 6 is designed, by means o which, o
he ho izon al axis o X axis, he equency o he keywo ds is
es ablished, ha is, he numbe o imes ha hese ha e been
epea ed in scien i ic s udies. In con as , o he e ical axis o
Y axis, each wo d's a e age yea o use is posi ioned, hus
loca ing he main 30 keywo ds e idenced in he subjec ma e .
In his sense, we ha e Quad an IV o Quad an 4, which
ela es hose wo ds ha , al hough hey a e among he mos
equen in he ield, hei a e age yea o use is ea lie , which
indica es ha hey a e dec easing concep s in he li e a u e. Thus,
hey a e concep s ha we e p o agonis s o he p e ious
li e a u e. In his quad an , we ha e he concep s o "Se ious
games," which we e in eg a ed in o he dynamics o MOOCs by
p e ending o o e come he basic me hodologies based on ex
ma e ials, ideo lec u es, and o um-based in e ac ions (Rome o
and Usa , 2013). "E-lea ning" which was iden i ied by Pilche
(2013) be ween he en isioned ho izon o educa ion and he
ho izon a he beginning o he p e ious decade, and
"Mo i a ion", which is posi ioned among he main p oblems o
i ual educa ion, so se e al au ho s ha e s udied he
mo i a ional ac o s ha can p o ide be e lea ning expe iences
(Mo ales e al., 2016).

Pa iño-To o O. e al./ J INFORM SYSTEMS ENG, 7(4), 18034
6 / 9
Figu e 6. Validi y and equency o keywo ds
On he o he hand, we ha e Quad an III o Quad an 3,
whe e he less equen and cu en e ms a e loca ed among
he selec ed concep s. This analysis is impo an o analyze he
p ominence gi en in u u e esea ch agendas c i ically. In his
quad an , we ha e concep s such as "Blended lea ning," a
lea ning modali y in which ace- o- ace aining is combined
wi h online lea ning ac i i ies, which is use ul, especially in he
con ex o he pandemic due o he ou b eak o he Co id-19
i us (Gianna elli and Tomasini, 2021). "Augmen ed eali y"
also eme ges as an inno a i e s a egy o p o ide a mo e
engaging expe ience o lea ne s o s uden e en ion in
MOOCs (Chauhan e al., 2015). "Collabo a i e lea ning" and
"Social ne wo ks" as pa icipan s lea n and pa icipa e in
coope a i e en i onmen s ha p omo e lea ning communi ies
wi hin ex e nal hype media en i onmen s, such as social
ne wo ks (C uz-Beni o e al., 2017). "Lea ning analy ics" o
collec and analyze MOOC da a o imp o emen (Khalil e al.,
2017). And "Game heo y," among o he s.
Finally, we ha e Quad an II o Quad an 2, which,
al hough i posi ions e ms among he leas equen , a e also
among he mos cu en in he esea ch ield, so hey a e
conside ed eme ging keywo ds o hose ha ha e eme ged in
he scien i ic li e a u e on MOOCs and gami ica ion in ecen
yea s, eme ging as p o agonis s o u u e esea ch agendas. In
his quad an , he e a e concep s such as "Flipped class oom"
ha , acco ding o (Hung e al., 2019), ha e posi i e e ec s on
engagemen and lea ning ou comes in s uden s, "Engagemen "
ha has been one o he main challenges in e ms o i ual
educa ion, which has been wan ed o impac di ec ly om he
gami ica ion pa (Rincon-Flo es and San os-Gue a a, 2021).
"Educa ional echnology" ha has modi ied me hodologies,
cu icula, con en , and lea ning needs (Goksu e al., 2021),
"Dis ance Educa ion", "Open educa ion" as wo o he con ex s
mos impac ed by i ual and digi al lea ning me hodologies
(Mys akidis, 2021) and "Con inuance in en ion" (Con inuance
in en ion in MOOCs) ha is media ed, acco ding o Cheng (2022)
by la en a iables such as cogni i e pa icipa ion, luid
expe ience and social p esence.
CONCLUSION
In he decade analyzed, publica ions on gami ica ion in
MOOCs ha e inc eased, wi h some yea s ma king a dec ease;
howe e , in e es in he opic has been e iden . Among he mos
impo an ac o s, we ound au ho s whose p oduc ion and
impac ha e been ou s anding since i has been ound ha he
au ho s who publish he mos a e hose who, a he same ime,
ha e egis e ed he highes numbe o ci a ions. In addi ion,
in luen ial jou nals and con e ences on he subjec we e ound,
in which he ocus o in e es was on he mos ecen
echnologies.
Following he ends, i was ound ha he mos ecu en
Pa iño-To o O. e al./ J INFORM SYSTEMS ENG, 7(4), 18034
7 / 9
opic is e-Lea ning. In ecen yea s he e has been e idence o
a g owing in e es in online lea ning, especially in cou ses o
an accessible na u e such as MOOCs ha ha e p o ided
nume ous acili ies o s uden s in e ms o p o iding ee and
quali y educa ion o e ed by mul iple highe educa ion
ins i u ions and comme cial indus ies. This is how nume ous
s a egies a e implemen ed o mo i a e s uden s o con inue in
hese online cou ses, such as gami ica ion, aiming o imp o e
and dynamize he p ocesses o knowledge abso p ion and
s eng hening skills in s uden s.
The e has also been a esea ch end owa ds se ious games
based on adi ional ideo games' comme cial and
mo i a ional success. Based on his heme, ends ha e become
e iden in he s udy o ewa ds, badges, engagemen , and
o he game elemen s ha a e impo an in designing and
de eloping hese games wi hin i ual lea ning en i onmen s.
These issues, he e o e, ma k he in e es o u u e esea ch on
gami ica ion in MOOCs.
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