How Gamification Is Being Implemented in MOOCs? A Systematic Literature Review

  • Alejandro Ortega-ArranzEmail author
  • Juan A. Muñoz-Cristóbal
  • Alejandra Martínez-Monés
  • Miguel L. Bote-Lorenzo
  • Juan I. Asensio-Pérez
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10474)


Although MOOCs are being established as a very popular technology to support learning, they are often criticized for their lack of support to active pedagogies and the high drop-out rates. One approach to face this problem is gamification, due to the promising benefits already shown at small-scale environments. Attending to the current and growing use of game elements in MOOCs, this paper presents a systematic literature review of the usage of gamification in MOOCs, aimed at analyzing how gamification is being implemented in MOOCs, and to identify unexplored research opportunities in this field. The results show that gamification is still at an early stage in MOOCs, and it is being implemented in similar ways to those at small scale contexts.


Gamification MOOCs Literature review Game elements 



This research has been partially supported by the Junta de Castilla y León (VA082U16) and Ministerio de Economía y Competitividad (TIN2014-53199-C3-2-R). The authors thank the GSIC-EMIC research team for their ideas and support and the “Movilidad Doctorandos UVa 2017” grant program.


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Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Alejandro Ortega-Arranz
    • 1
    Email author
  • Juan A. Muñoz-Cristóbal
    • 1
  • Alejandra Martínez-Monés
    • 1
  • Miguel L. Bote-Lorenzo
    • 1
  • Juan I. Asensio-Pérez
    • 1
  1. 1.GSIC-EMIC Research GroupUniversidad de ValladolidValladolidSpain

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