Gamification in higher education: Text mining approach
Main Author: | |
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Publication Date: | 2019 |
Other Authors: | , |
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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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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conference object |
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info:eu-repo/semantics/publishedVersion |
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publishedVersion |
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http://hdl.handle.net/10071/22589 |
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http://hdl.handle.net/10071/22589 |
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eng |
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eng |
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978-9963-711-81-9 2547-8516 |
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openAccess |
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application/pdf |
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EuroMed Press |
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EuroMed Press |
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