Kriativ-techVolume 1, Issue 7, April 2018, Pages: xxxReceived: Dec. 28, 2019;Accepted: Feb. 25, 2020.Published: Jul. 30, 2020.
Authors
Sandra Pereira Gama, Assistant Professor at ISTEC-Porto
Media
To cite this article
Abstract
Gamification is the adoption of game elements in non-gaming contexts. While it has proven its success in educational settings, online learning presents a set of characteristics one must consider. This article discusses the particularities of online learning and the underlying restrictions of Student-Student Interaction. It presents a set of activities derived from state-of-the-art literature on online learning and gamification.
Keywords
References
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