Massive Open Online Courses (MOOCs), regardless of their topic, are a perfect space to generate, through virtual learning communities associated with them, very valuable resources for their participants and, in general, anyone interested in the topic covered. If in the design of these learning spaces, elements specific to games are added to them, which is known as gamification, we can try to increase the engagement of the student towards the course and, therefore, towards the community. This paper presents an experience of a MOOC of Universidad Rey Juan Carlos (Spain) with a connectivist approach. Aspects such as fun and motivation have been worked on in the design, through the application of gamified activities and the use of elements from social networks, considered as gamification, with the aim of increasing participation and engagement within a Facebook group, used as a community to support the course. We have analyzed aspects such as enjoyment and motivation, the result of which has been active participation and high engagement within the MOOC community in the form of content and especially great interaction, highlighting the existence of continuous activity once the edition of the MOOC is finished, as a consequence of a habit generated in the student.
The confluence of thousands of students in a MOOC is an opportunity to manage all the knowledge generated through the creation of open educational resources (OER), especially when a connectivist approach is applied and the MOOC makes use of virtual learning communities. The challenge is transferring the flow of knowledge, activity, and interactions of the course to the community and making that transference sustainable and ongoing over time. For this purpose, the use of elements of gamification to train and retain the knowledge creators of the community along with the use of social networking platforms is proposed. This chapter analyses several editions of a MOOC and the opportunity offered by the use of different types of learning (formal, non-formal, and informal) that occur in them, thus characterizing patterns to train the open content and knowledge generation through gamification. From the results, indicators for managing successful and sustainable knowledge communities are proposed along with indicators for persistence and interaction between participants.
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