“…To analyze and evaluate the gamified platform of the energy sustainability-related MOOCs, the study used E-MIGA theoretical taxonomy: Integrated theoretical gamification model in e-learning environments which is proposed by (Dicheva, Dichev et al 2015 ) 2. Bernik et al ( 2019 ) | Avatars, Points, Badges, Feedback, Challenges, Simplified graphical interface, Dynamic graphical interface, Story (narrative), Epic meaning, Social networks and web services, Visualization of all obligations, Advancements within the e-course, E-course completion status, Synchronous communication chat, Asynchronous communication forum, Nonlinear use of teaching materials, Collaboration, Interactive repetition and assessment, Top listing and ranking of students, Detection of systems and teaching materials, Elements of surprises within the e-module, Conditional access to teaching materials, Countdown of time | A conceptual model for gamifying e-learning courses was developed based on the work of authors like (Schonfeld, 2010 ), (Deterding et al, 2011a , 2011b ; Deterding, 2012 ), (Werbach & Hunter, 2012 ) and (Chou, 2015 ) |
3. Facey-Shaw et al (2020) | Badges | A gameful design based on self-determination theory SDT (Ryan & Deci, 2000 ) which provides a framework for examining human motivation through its focus on innate psychological needs (competence, autonomy and relatedness) |
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