Gamification in MOOC Context. Documentary Analysis

Angel Torres-Toukoumidis, Sonia Esther González-Moreno, Jesús Manuel Palma-Ruiz

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


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.

Original languageEnglish
Title of host publicationTrends and Applications in Information Systems and Technologies
EditorsÁlvaro Rocha, Hojjat Adeli, Gintautas Dzemyda, Fernando Moreira, Ana Maria Ramalho Correia
PublisherSpringer Science and Business Media Deutschland GmbH
Number of pages11
ISBN (Print)9783030726539
StatePublished - 2021
EventWorld Conference on Information Systems and Technologies, WorldCIST 2021 - Terceira Island, Portugal
Duration: 30 Mar 20212 Apr 2021

Publication series

NameAdvances in Intelligent Systems and Computing
Volume1368 AISC
ISSN (Print)2194-5357
ISSN (Electronic)2194-5365


ConferenceWorld Conference on Information Systems and Technologies, WorldCIST 2021
CityTerceira Island

Bibliographical note

Publisher Copyright:
© 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.


  • Digitalization
  • Emerging technologies
  • Gamification
  • Learning
  • MOOC
  • Platforms


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