2020
DOI: 10.31112/kriativ-tech-2020-06-32
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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.

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