Gamification in higher education: Text mining approach

dc.contributor.authorLoureiro, S. M. C.
dc.contributor.authorAngelino, F.
dc.contributor.authorBilro, R. G.
dc.contributor.editorVrontis, D., Weber, Y. and Tsoukatos, E.
dc.date.accessioned2021-05-18T11:38:06Z
dc.date.available2021-05-18T11:38:06Z
dc.date.issued2019-01-01
dc.date.updated2021-05-26T11:06:21Z
dc.description.abstractGamification 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.eng
dc.description.versioninfo:eu-repo/semantics/publishedVersion
dc.event.date2019
dc.event.locationThessaloniki, Greeceeng
dc.event.title12th Annual Conference of the EuroMed Academy of Business
dc.event.typeConferênciapt
dc.identifier.isbn978-9963-711-81-9
dc.identifier.issn2547-8516
dc.identifier.urihttp://hdl.handle.net/10071/22589
dc.journal12th Annual Conference of the EuroMed Academy of Business: Business Management Theories and Practices in a Dynamic Competitive Environment
dc.language.isoeng
dc.pagination1716 - 1718
dc.peerreviewedyes
dc.publisherEuroMed Press
dc.relationUID/GES/00315/2019
dc.rightsopen access
dc.subjectGamificationeng
dc.subjectHigher educationeng
dc.subjectText miningeng
dc.subjectTopic analysiseng
dc.subjectEngagementeng
dc.subject.fosDomínio/Área Científica::Ciências Sociais::Economia e Gestãopor
dc.titleGamification in higher education: Text mining approacheng
dc.typeconferenceObject
degois.publication.firstPage1716
degois.publication.lastPage1718
degois.publication.locationThessaloniki, Greeceeng
degois.publication.titleGamification in higher education: Text mining approacheng
dspace.entity.typePublicationen
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-63237
iscte.subject.odsEducação de qualidadepor
iscte.subject.odsTrabalho digno e crescimento económicopor
iscte.subject.odsIndústria, inovação e infraestruturaspor

Ficheiros

Pacote original

A mostrar 1 - 1 de 1
A carregar...
Nome:
conferenceobject_63237.pdf
Tamanho:
2.12 MB
Formato:
Adobe Portable Document Format
Descrição:
Versão Editora