Systematic mapping study for impact of gamification on monetized online education business
Nawab, Nawrin Binte (2019)
Diplomityö
Nawab, Nawrin Binte
2019
School of Engineering Science, Tietotekniikka
Kaikki oikeudet pidätetään.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe201902226063
https://urn.fi/URN:NBN:fi-fe201902226063
Tiivistelmä
This research study is a Master’s thesis study and its purpose is to plot a Systematic Mapping Study (SMS) visually using bubble plotting on impact of gamification on monetized education. The ultimate goal of this thesis is to design a systematic mapping study on the gamification impact on online education system and plot the summary in bubble plotting and present a business model canvas based on the result of SMS.
In present days, Massive Open Online Courses (MOOC) has become one of the most popular monetized education platforms. There is a vast research area on MOOC platform as it is continuously changing the way of learning process in a traditional classroom learning. In this process, gamification feature, with its significant and effective game elements, enhance MOOC more than before. However, it is note that there are both positive and negative impact are present for gamification impact. This thesis has studied the research area of gamification impact on MOOC platform by implementing systematic mapping study on this specific area. This paper also presents the PICO framework on thesis topic and based on the results of SMS (systematic mapping study), this study portrays the business model canvas of effective gamification application on e-leaning platform.
In background section, this paper has presented several studies that conducted research on the implementation of gamification feature on monetized education system. Later on, in methodological part author presents the PICO framework and systematic mapping study process applied for this research study. To carry out this thesis, a set of primary search string has been used to find out the proper scientific papers. Based on these screened papers, further research of mapping study was carried out. Based on the screening paper database, author presented a hypothetical business model canvas to identify business factors of monetized education where gamification feature has great impact on MOOC platform.
In present days, Massive Open Online Courses (MOOC) has become one of the most popular monetized education platforms. There is a vast research area on MOOC platform as it is continuously changing the way of learning process in a traditional classroom learning. In this process, gamification feature, with its significant and effective game elements, enhance MOOC more than before. However, it is note that there are both positive and negative impact are present for gamification impact. This thesis has studied the research area of gamification impact on MOOC platform by implementing systematic mapping study on this specific area. This paper also presents the PICO framework on thesis topic and based on the results of SMS (systematic mapping study), this study portrays the business model canvas of effective gamification application on e-leaning platform.
In background section, this paper has presented several studies that conducted research on the implementation of gamification feature on monetized education system. Later on, in methodological part author presents the PICO framework and systematic mapping study process applied for this research study. To carry out this thesis, a set of primary search string has been used to find out the proper scientific papers. Based on these screened papers, further research of mapping study was carried out. Based on the screening paper database, author presented a hypothetical business model canvas to identify business factors of monetized education where gamification feature has great impact on MOOC platform.