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Gamification in MOOC
Gené, Oriol Borrás · Núñez, Margarita Martínez · Blanco, Ángel Fidalgo

PublishedOctober 2014
ConferenceProceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality - TEEM '14
Pages 215-220
PublisherACM Press
EditorGarcía-Peñalvo, Francisco José
CountrySpain, Europe

ABSTRACT
The phenomenon of MOOC (Massive Online Open Courses) is increasingly experienced and is challenged by very low completion rates. There are a large number of students who drop out of the course, so it is necessary to find new ways to motivate these students and get them to complete the course. This paper proposes a model to motivate MOOC's students based on gamification using the most attractive and addictive elements of games in environments that are not for play.

Keywords education · MOOC

Published atSalamanca, Spain
ISBN9781450328968
RefereedYes
DOI10.1145/2669711.2669902
URLhttps://dl.acm.org/citation.cfm?doid=2669711.2669902
Export optionsBibTex · EndNote · Tagged XML · Google Scholar


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