Publicação
Gamification: a key determinant of massive open online course (MOOC) success
| dc.contributor.author | Aparicio, Manuela | |
| dc.contributor.author | Oliveira, Tiago | |
| dc.contributor.author | Bação, Fernando | |
| dc.contributor.author | Painho, Marco | |
| dc.contributor.institution | NOVA Information Management School (NOVA IMS) | |
| dc.contributor.institution | Information Management Research Center (MagIC) - NOVA Information Management School | |
| dc.contributor.pbl | Elsevier Science B.V., Amsterdam. | |
| dc.date.accessioned | 2018-07-16T22:10:17Z | |
| dc.date.available | 2024-12-28T01:31:51Z | |
| dc.date.embargoedUntil | 2019-06-21 | |
| dc.date.issued | 2019-01 | |
| dc.description | Aparicio, M., Oliveira, T., Bação, F., & Painho, M. (2019). Gamification: a key determinant of massive open online course (MOOC) success. Information and Management, 56(1), 39-54. [advanced online publication on 20 june 2018]. DOI: 10.1016/j.im.2018.06.003 ---%ABS3% | |
| dc.description.abstract | Massive open online courses (MOOCs), contribute significantly to individual empowerment because they can help people learn about a wide range of topics. To realize the full potential of MOOCs, we need to understand their factors of success, here defined as the use, user satisfaction, along the individual and organizational performance resulting from the user involvement. We propose a theoretical framework to identify the determinants of successful MOOCs, and empirically measure these factors in a real MOOC context. We put forward the role of gamification and suggest that, together with information system (IS) theory, gamification proved to play a crucial role in the success of MOOCs. | en |
| dc.description.version | authorsversion | |
| dc.description.version | published | |
| dc.format.extent | 15 | |
| dc.format.extent | 958644 | |
| dc.identifier.doi | 10.1016/j.im.2018.06.003 | |
| dc.identifier.issn | 0378-7206 | |
| dc.identifier.other | PURE: 5457888 | |
| dc.identifier.other | PURE UUID: 30e0167f-58c4-4d80-98ad-097b8a0ee455 | |
| dc.identifier.other | Scopus: 85048937925 | |
| dc.identifier.other | WOS: 000456761400004 | |
| dc.identifier.other | ORCID: /0000-0003-4261-0344/work/59471190 | |
| dc.identifier.other | ORCID: /0000-0001-6523-0809/work/59471976 | |
| dc.identifier.other | ORCID: /0000-0003-1136-3387/work/151384393 | |
| dc.identifier.other | ORCID: /0000-0002-0834-0275/work/153306372 | |
| dc.identifier.uri | http://www.scopus.com/inward/record.url?scp=85048937925&partnerID=8YFLogxK | |
| dc.identifier.uri | http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=Alerting&SrcApp=Alerting&DestApp=WOS_CPL&DestLinkType=FullRecord&UT=WOS:000456761400004 | |
| dc.identifier.url | https://www.scopus.com/pages/publications/85048937925 | |
| dc.identifier.url | http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=Alerting&SrcApp=Alerting&DestApp=WOS_CPL&DestLinkType=FullRecord&UT=WOS:000456761400004 | |
| dc.language.iso | eng | |
| dc.peerreviewed | yes | |
| dc.subject | e-Learning | |
| dc.subject | Gamification | |
| dc.subject | Information systems | |
| dc.subject | Massive open online courses | |
| dc.subject | MOOC | |
| dc.subject | MOOC Success model | |
| dc.subject | Management Information Systems | |
| dc.subject | Information Systems | |
| dc.subject | Information Systems and Management | |
| dc.subject | SDG 4 - Quality Education | |
| dc.subject | SDG 8 - Decent Work and Economic Growth | |
| dc.subject | SDG 10 - Reduced Inequalities | |
| dc.title | Gamification: a key determinant of massive open online course (MOOC) success | en |
| dc.type | journal article | |
| degois.publication.firstPage | 39 | |
| degois.publication.issue | 1 | |
| degois.publication.lastPage | 54 | |
| degois.publication.title | Information and Management | |
| degois.publication.volume | 56 | |
| dspace.entity.type | Publication | |
| rcaap.rights | openAccess |
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