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. Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User's Engagement: An Experimental Study. In Maren Scheffel, Julien Broisin, Viktoria Pammer-Schindler, Andri Ioannou, Jan Schneider 0001, editors, Transforming Learning with Meaningful Technologies - 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, Delft, The Netherlands, September 16-19, 2019, Proceedings. Volume 11722 of Lecture Notes in Computer Science, pages 172-186, Springer, 2019. [doi]

@inproceedings{AntonaciKLKS19,
  title = {Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User's Engagement: An Experimental Study},
  author = {Alessandra Antonaci and Roland Klemke and Johan Lataster and Karel Kreijns and Marcus Specht},
  year = {2019},
  doi = {10.1007/978-3-030-29736-7_13},
  url = {https://doi.org/10.1007/978-3-030-29736-7_13},
  researchr = {https://researchr.org/publication/AntonaciKLKS19},
  cites = {0},
  citedby = {0},
  pages = {172-186},
  booktitle = {Transforming Learning with Meaningful Technologies - 14th European Conference on Technology Enhanced Learning, EC-TEL 2019, Delft, The Netherlands, September 16-19, 2019, Proceedings},
  editor = {Maren Scheffel and Julien Broisin and Viktoria Pammer-Schindler and Andri Ioannou and Jan Schneider 0001},
  volume = {11722},
  series = {Lecture Notes in Computer Science},
  publisher = {Springer},
  isbn = {978-3-030-29736-7},
}