Journal of Information Systems Engineering and Management

Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis
Orfa Nidia Patiño-Toro 1 * , Paula Andrea Rodríguez-Correa 1, Alejandro Valencia-Arias 1, Andrés Camilo Fernández-Toro 2, Alexander Jiménez-Guzmán 3, John Jairo Escorcia-González 4
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1 Instituto Tecnológico Metropolitano
2 Fundación Enseñas
3 Corporación Universitaria Americana
4 Fundación Universitaria Católica del Norte
* Corresponding Author
Literature Review

Journal of Information Systems Engineering and Management, 2022 - Volume 7 Issue 4, Article No: 18034
https://doi.org/10.55267/iadt.07.12534

Published Online: 15 Oct 2022

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How to cite this article
APA 6th edition
In-text citation: (Patiño-Toro et al., 2022)
Reference: Patiño-Toro, O. N., Rodríguez-Correa, P. A., Valencia-Arias, A., Fernández-Toro, A. C., Jiménez-Guzmán, A., & Escorcia-González, J. J. (2022). Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis. Journal of Information Systems Engineering and Management, 7(4), 18034. https://doi.org/10.55267/iadt.07.12534
Vancouver
In-text citation: (1), (2), (3), etc.
Reference: Patiño-Toro ON, Rodríguez-Correa PA, Valencia-Arias A, Fernández-Toro AC, Jiménez-Guzmán A, Escorcia-González JJ. Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis. J INFORM SYSTEMS ENG. 2022;7(4):18034. https://doi.org/10.55267/iadt.07.12534
AMA 10th edition
In-text citation: (1), (2), (3), etc.
Reference: Patiño-Toro ON, Rodríguez-Correa PA, Valencia-Arias A, Fernández-Toro AC, Jiménez-Guzmán A, Escorcia-González JJ. Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis. J INFORM SYSTEMS ENG. 2022;7(4), 18034. https://doi.org/10.55267/iadt.07.12534
Chicago
In-text citation: (Patiño-Toro et al., 2022)
Reference: Patiño-Toro, Orfa Nidia, Paula Andrea Rodríguez-Correa, Alejandro Valencia-Arias, Andrés Camilo Fernández-Toro, Alexander Jiménez-Guzmán, and John Jairo Escorcia-González. "Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis". Journal of Information Systems Engineering and Management 2022 7 no. 4 (2022): 18034. https://doi.org/10.55267/iadt.07.12534
Harvard
In-text citation: (Patiño-Toro et al., 2022)
Reference: Patiño-Toro, O. N., Rodríguez-Correa, P. A., Valencia-Arias, A., Fernández-Toro, A. C., Jiménez-Guzmán, A., and Escorcia-González, J. J. (2022). Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis. Journal of Information Systems Engineering and Management, 7(4), 18034. https://doi.org/10.55267/iadt.07.12534
MLA
In-text citation: (Patiño-Toro et al., 2022)
Reference: Patiño-Toro, Orfa Nidia et al. "Thematic Trends Around Gamification in MOOC: A Bibliometric Analysis". Journal of Information Systems Engineering and Management, vol. 7, no. 4, 2022, 18034. https://doi.org/10.55267/iadt.07.12534
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.
KEYWORDS
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