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sMOOC and Gamification – A Proposed Ubiquitous Learning

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Emerging Technologies for Education (SETE 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10108))

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Abstract

The sMOOCs (Social Massive Open Online Course) respond to a more social type of education, which boosts a greater role for users who come to this training model, thanks both to the communicative model developed and to the interactive and participatory teaching practices. One of these innovative proposals in this type of courses is the immersion of gamification practices in the same digital training environment. Therefore, the communication model is enriched through participants who motivate the rest of peers through their own interaction. Gamification arises through game simulators within the communication tools such as forums and social networks, rewarding the knowledge that has been shared with the aim of promoting collective intelligence.

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Correspondence to Sara Osuna-Acedo .

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Gil-Quintana, J., Camarero-Cano, L., Cantillo-Valero, C., Osuna-Acedo, S. (2017). sMOOC and Gamification – A Proposed Ubiquitous Learning. In: Wu, TT., Gennari, R., Huang, YM., Xie, H., Cao, Y. (eds) Emerging Technologies for Education. SETE 2016. Lecture Notes in Computer Science(), vol 10108. Springer, Cham. https://doi.org/10.1007/978-3-319-52836-6_54

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  • DOI: https://doi.org/10.1007/978-3-319-52836-6_54

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-52835-9

  • Online ISBN: 978-3-319-52836-6

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