Massive Online Open Courses (MOOC) have been set up as an alternative for teaching during the pandemic. Therefore, the current situation of this emerging technique is analyzed through documentary analysis, deepening in the general gamification characteristics of the courses offered in 10 MOOC platforms. The findings obtained have allowed to organize them into 4 groups of courses on gamification, showing that although conceptually it is centered in the definition of Deterding et al. (2011), there is still some confusion with respect to other definitions such as serious games and videogames; Besides, it is also prescribed that beyond courses entirely directed towards gamification, several disciplines, among them, computer science, education and business administration have used in their content the realization of particular units towards gamification. In conclusion, MOOCs have clearly served to increase the visibility, presence, and teaching of emerging techniques, promoting interest and understanding of the subject by users immersed in the digital ecosystem.
|Title of host publication||Trends and Applications in Information Systems and Technologies|
|Editors||Álvaro Rocha, Hojjat Adeli, Gintautas Dzemyda, Fernando Moreira, Ana Maria Ramalho Correia|
|Publisher||Springer Science and Business Media Deutschland GmbH|
|Number of pages||11|
|State||Published - 2021|
|Event||World Conference on Information Systems and Technologies, WorldCIST 2021 - Terceira Island, Portugal|
Duration: 30 Mar 2021 → 2 Apr 2021
|Name||Advances in Intelligent Systems and Computing|
|Conference||World Conference on Information Systems and Technologies, WorldCIST 2021|
|Period||30/03/21 → 2/04/21|
Bibliographical notePublisher Copyright:
© 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
- Emerging technologies