Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement: An Experimental Study

Alessandra Antonaci, Roland Klemke, Johan Lataster, Karel Kreijns, Marcus Specht

    Research output: Chapter in Book/Report/Conference proceedingConference Article in proceedingAcademicpeer-review

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    Keyphrases

    Computer Science

    Psychology