Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

Bruno Miguel Pinheiro, Master Degree Student at Instituto Superior de Tecnologias AvançadasPaulo Duarte Branco, Assistant Professor at Instituto Superior de Tecnologias Avançadas, Centro de Investigação em Artes e Comunicação

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To cite this article

Bruno Miguel Pinheiro, Paulo Duarte Branco, MOOC accomplishment through gamification  DOI: 10.31112/kriativ-tech-2021-10-52

Abstract

This article approaches the concept of gamification in teaching and learning contexts, mainly in Massive Open Online Courses (MOOC), to increase the motivation and commitment of students in the perseverance to complete the course. The use of game elements and concepts prompts an important factor in the way methodologies move toward for the development of student-directed courses.

Keywords

Gamification, MOOC, Motivation, Engagement, game-based learning.

References

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