Open access education has significantly grown in strength as a new way of fostering innovation in schools. Such is the case of massive open online courses (MOOCs), which have the added benefit of encouraging the democratisation of learning. In this sense, the Bi-National Laboratory on Smart Sustainable Energy Management and Technology Training between Mexico and the United States of America was launched with the purpose of trying MOOC technology and measuring its impact on the academic, business, and social sectors. Under this scenario, this study aimed to show the relationship between using gamification and level of performance in a MOOC on energy topics. The methodology was quantitative, using the course analytical data for socio-demographic information and predictive models. A total of 6246 participants enrolled in the MOOC and 1060 finished it. The results showed that participants aged between 20 and 50 had the highest completion rates in the gamified challenge; the higher academic degree, the more inclined participants were to solve the gamified challenge; and no such distinction exists by gender.
Implications for practice or policy:• xMOOC participants' educational level determines the successful completion of challengebased gamification. • Challenge-based gamification is a useful strategy for xMOOC students' evaluation.• It is important to focus on the challenges design, if the planned challenges are not up to the students' skills, the learning results could be detrimental. • Gamification in xMOOCs promotes participants' engagement regardless of age, gender, or educational level.