Abstract
Research related to Gamification in MOOCs and the elements that support them has gained popularity and received particular attention in the last decade. Gamification in MOOC has several elements and goals to increase learner engagement, learner retention, and learner motivation to complete the course. This research uses a qualitative method with a systematic literature review approach to answer the research questions. This research resulted in 21 research papers on MOOC gamification. The purpose of the study is to identify gamification elements, the type of MOOC, and the impact of gamification in MOOC to optimize the completion rate of the course. Keywords: Massive Open Online Course; MOOC; Gamification; Gamification Element; Systematic Literature Review eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by E-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer-review under responsibility of AMER (Association of Malaysian Environment-Behavior Researchers), ABRA (Association of Behavioral Researchers on Asians), and cE-Bs (Centre for Environment-Behavior Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.
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