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Systematic literature review about gamification in MOOCs
16 references·4 citing·33 second hop
Systematic literature review about gamification in MOOCs (2020)Systematic literature review about gamifi…Gamification in MOOCs: Engagement Application Test in Energy Sustainability Courses (2019)Gamification in MOOCs: Engage…The Rise of Motivational Information Systems: A Review of Gamification Research (2017)The Rise of Motivational Info…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Motivation to learn: an overview of contemporary theories (2016)Motivation to learn: an overv…New challenges for the motivation and learning in engineering education using gamification in MOOC (2015)New challenges for the motiva…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …A Playful Game Changer (2015)A Playful Game ChangerPsychological Theory and the Gamification of Learning (2014)Psychological Theory and the …Gamification of MOOCs for increasing user engagement (2014)Gamification of MOOCs for inc…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Self-Determination Theory (2012)Self-Determination TheoryFor the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…From game design elements to gamefulness (2011)From game design elements to …Autonomy, competence, and relatedness in the classroom (2009)Autonomy, competence, and rel…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Beyond boredom and anxiety (1975)Beyond boredom and anxietyThe role and scope of gamification in education: A scientometric literature review (2025)The role and scope of gamific…Perencanaan Sumber Daya Manusia Sektor Publik : Strategi Adaptif untuk Generasi Milenial dan Z (2025)Perencanaan Sumber Daya Manus…Serious games in future skills development: A systematic review of the design approaches (2022)Serious games in future skill…How Gamification Leads to Continued Usage of MOOCs? A Theoretical Perspective (2021)How Gamification Leads to Con…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)A Self-determination Theory Perspective on Student Engagement (2012)Motivation and cognitive load in the flipped classroom: definition, rationale and a call for research (2014)Flow: The Psychology of Optimal Experience (1991)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Past, present, and future of customer engagement (2021)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Subjective Well-Being (1984)Handbook of Positive Psychology (2001)A systematic review of gamification in e-Health (2017)The Gamification of Learning: a Meta-analysis (2019)Self‐Regulation and the Problem of Human Autonomy: Does Psychology Need Choice, Self‐Determination, and Will? (2006)How Technology Is Changing Work and Organizations (2016)The influence of tourism experience and well-being on place attachment (2018)
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References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2012Self-Determination Theory3,158 cited
  • 2009Autonomy, competence, and relatedness in the classroom2,536 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2017The Rise of Motivational Information Systems: A Review of Gamification Research1,764 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2016Motivation to learn: an overview of contemporary theories1,051 cited
  • 2014Psychological Theory and the Gamification of Learning201 cited
  • 2015A Playful Game Changer131 cited
  • 2015New challenges for the motivation and learning in engineering education using gamification in MOOC120 cited
  • 2019Gamification in MOOCs: Engagement Application Test in Energy Sustainability Courses105 cited

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  • 2014Gamification of MOOCs for increasing user engagement96 cited
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    • 2022Serious games in future skills development: A systematic review of the design approaches58 cited
    • 2021How Gamification Leads to Continued Usage of MOOCs? A Theoretical Perspective53 cited
    • 2025The role and scope of gamification in education: A scientometric literature review36 cited
    • 2025Perencanaan Sumber Daya Manusia Sektor Publik : Strategi Adaptif untuk Generasi Milenial dan Z0 cited