Gamification in higher education: Text mining approach

Bibliographic Details
Main Author: Loureiro, S. M. C.
Publication Date: 2019
Other Authors: Angelino, F., Bilro, R. G.
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10071/22589
Summary: Gamification is a growing trend in research (Caponetto, Earp, and Ott, 2014; Erenli, 2013; Kasurinen and Knutas, 2017) as well as in educational settings (Azmi, Ahmad, Iahad, and Yusof, 2017; Dicheva, Dichev, Agre, and Angelova, 2015). While a more common definition of gamification is still under evaluation throughout the research community, for this research we adopt the definition from (Deterding, Dixon, Khaled, and Nacke, 2011) - gamification is “the use of game design elements in non-game contexts”. Higher education is among one of those “non-game contexts” where the implementation and usage of gamification techniques, is evolving in an ascending trend and in various educational settings (e.g., Faghihi et al., 2014; Galbis-Córdova, Martí-Parreño, and Currás-Pérez, 2017). Different research methods have been used to explore not only the potential of gamification but also its pros & cons, regarding all areas of valuable application. In the present research, text mining techniques were used to perform an automated literature analysis, from 2011 to 2017, of gamification application in higher education settings.
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spelling Gamification in higher education: Text mining approachGamificationHigher educationText miningTopic analysisEngagementGamification is a growing trend in research (Caponetto, Earp, and Ott, 2014; Erenli, 2013; Kasurinen and Knutas, 2017) as well as in educational settings (Azmi, Ahmad, Iahad, and Yusof, 2017; Dicheva, Dichev, Agre, and Angelova, 2015). While a more common definition of gamification is still under evaluation throughout the research community, for this research we adopt the definition from (Deterding, Dixon, Khaled, and Nacke, 2011) - gamification is “the use of game design elements in non-game contexts”. Higher education is among one of those “non-game contexts” where the implementation and usage of gamification techniques, is evolving in an ascending trend and in various educational settings (e.g., Faghihi et al., 2014; Galbis-Córdova, Martí-Parreño, and Currás-Pérez, 2017). Different research methods have been used to explore not only the potential of gamification but also its pros & cons, regarding all areas of valuable application. In the present research, text mining techniques were used to perform an automated literature analysis, from 2011 to 2017, of gamification application in higher education settings.EuroMed Press2021-05-18T11:38:06Z2019-01-01T00:00:00Z2019-01-012021-05-26T11:06:21Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10071/22589eng978-9963-711-81-92547-8516Loureiro, S. M. C.Angelino, F.Bilro, R. G.info:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-07-07T02:57:54Zoai:repositorio.iscte-iul.pt:10071/22589Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T18:12:00.168221Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Gamification in higher education: Text mining approach
title Gamification in higher education: Text mining approach
spellingShingle Gamification in higher education: Text mining approach
Loureiro, S. M. C.
Gamification
Higher education
Text mining
Topic analysis
Engagement
title_short Gamification in higher education: Text mining approach
title_full Gamification in higher education: Text mining approach
title_fullStr Gamification in higher education: Text mining approach
title_full_unstemmed Gamification in higher education: Text mining approach
title_sort Gamification in higher education: Text mining approach
author Loureiro, S. M. C.
author_facet Loureiro, S. M. C.
Angelino, F.
Bilro, R. G.
author_role author
author2 Angelino, F.
Bilro, R. G.
author2_role author
author
dc.contributor.author.fl_str_mv Loureiro, S. M. C.
Angelino, F.
Bilro, R. G.
dc.subject.por.fl_str_mv Gamification
Higher education
Text mining
Topic analysis
Engagement
topic Gamification
Higher education
Text mining
Topic analysis
Engagement
description Gamification is a growing trend in research (Caponetto, Earp, and Ott, 2014; Erenli, 2013; Kasurinen and Knutas, 2017) as well as in educational settings (Azmi, Ahmad, Iahad, and Yusof, 2017; Dicheva, Dichev, Agre, and Angelova, 2015). While a more common definition of gamification is still under evaluation throughout the research community, for this research we adopt the definition from (Deterding, Dixon, Khaled, and Nacke, 2011) - gamification is “the use of game design elements in non-game contexts”. Higher education is among one of those “non-game contexts” where the implementation and usage of gamification techniques, is evolving in an ascending trend and in various educational settings (e.g., Faghihi et al., 2014; Galbis-Córdova, Martí-Parreño, and Currás-Pérez, 2017). Different research methods have been used to explore not only the potential of gamification but also its pros & cons, regarding all areas of valuable application. In the present research, text mining techniques were used to perform an automated literature analysis, from 2011 to 2017, of gamification application in higher education settings.
publishDate 2019
dc.date.none.fl_str_mv 2019-01-01T00:00:00Z
2019-01-01
2021-05-18T11:38:06Z
2021-05-26T11:06:21Z
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2547-8516
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