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The phenomenon of MOOC (Massive Online Open Courses) is increasingly experienced and is challenged by very low completion rates. There are a large number of students who drop out of the course, so it is necessary to find new ways to motivate these students and get them to complete the course. This paper proposes a model to motivate MOOC's students based on gamification using the most attractive and addictive elements of games in environments that are not for play.
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Stored only when both papers are in the corpus — 87 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.