Gamification, Research and Writing
Gamification, Research and Writing
Abstract:
The
Game
of
Writing
(GWrit)
project
has
developed
a
prototype
of
an
online
writing
environment
that
allows
us
to
experiment
with
different
models
with
gamification
in
writing.
Gamification
is
the
making
of
a
game
of
a
task
like
writing
an
essay
or
washing
the
dishes.
McGonigal
describes
a
variety
of
situations
where
participants
can
be
motivated
by
the
gamification
of
an
otherwise
tedious
task.
(McGonigal
2011)
GWrit
provides
an
environment
where
writers
can
break
up
a
writing
task
into
documented
milestones
and
then
mark
them
complete
when
finished.
The
system
keeps
track
of
how
many
milestones
you
have
completed
and
how
presents
the
user
analytical
data
about
words
written
and
so
on.
The
environment
then
allows
one
to
compete
with
another
participant
working
on
a
similar
task.
Users
can
"brag"
about
what
you
have
completed
to
competitors.
We
have
conducted
"think
aloud"
usability
tests
to
improve
the
tool
and
make
it
reliably
usable
so
that
it
can
be
integrated
it
into
a
writing
course.
GWrit
is
not
simply
a
gamification
of
writing
for
the
purpose
of
play.
It
was
designed
to
encourage
documenting
and
bragging
about
writing
as
part
of
the
gamification
so
that
we
can
gather
data
about
how
writers
conceive
of
their
writing
tasks
and
progress.
This
raises
ethical
issues
around
the
design
of
games
for
research
that
will
conclude
the
paper.
The
project
has
recently
turned
into
a
production
project
as
we
are
partnering
with
Writing
Initiatives
to
redevelop
GWrit
to
support
large
writing
courses
at
the
University
of
Alberta.
This
partnership
has
turned
a
slow
research
project
into
rapid
production
project
with
embedded
research.
1.0 Introduction
Twentieth-‐century
models
for
helping
students
learn
to
write
were
dominated
by
printed
handbooks
and
textbooks.
In
the
first
decade
of
the
twenty-‐first
century,
publishers
have
embraced
the
digital
publishing
revolution
by
creating
electronic
resources
including
PDF
versions
of
printed
books,
and
distributing
these
versions
though
online
resources
such
as
Pearson’s
MyCanadianCompLab1,
and
making
these
online
products
available
through
e-‐readers
and
mobile
devices.
Pouring
the
old
wine
of
textbooks
into
e-‐readers
does
not,
however,
take
advantage
of
the
opportunities
for
interactivity
and
analytics
that
computing
offers.
This
paper
describes
a
project
to
develop
a
writing
environment
called
GWrit
(Game
of
Writing)
that
hooks
gamification,
community
commenting,
and
analytics
into
an
online
writing
environment
initially
meant
for
community
use,
but
now
being
1
<http://www.mycanadiancomplab.ca>
now
renamed
MyCompLab.
1
The
Game
of
Writing
adapted
for
teaching
level
1
writing
courses
in
partnership
with
Writing
Initiatives
at
the
University
of
Alberta.
Gaming
is
arguably
the
most
disruptive
new
media
technology
of
the
past
20
years,
and
publishers
and
educators
are
only
beginning
to
explore
how
that
technology
might
be
leveraged
to
create
immersive,
interactive,
and
engaging
experiences
for
students
who
are
learning
academic
writing
skills.
GWrit
gives
us
a
framwork
for
experimenting
with
gamification
and
the
use
of
analytics
in
a
university
writing
course.
2
The
current
Writing
Studies:
Exploring
Writing
(WRS
101)
course
is
offered
in
sections
of
20
2
The
Game
of
Writing
students
continue
to
return
to
the
environment
after
taking
the
course,
they
can
continue
to
develop
as
writers
throughout
their
undergraduate
careers.
In
addition
there
will
be
analytics
and
“gamification”
features
that
provide
students
with
feedback
and
encouragement.
When
students
sign
in
to
enter
the
online
environment,
they
will
get
to
work
actively
rather
than
wait
for
a
lecture
to
begin.
More
about
this
later.
In
sum,
the
design
of
the
blended
version
of
WRS
101
will
include:
• Each
3-‐unit
course
would
be
built
around
4+
writing
assignments.
For
each
assignment
students
will:
o Choose
which
version
(template)
of
the
assignment
they
want
to
work
on
depending
on
their
discipline.
Thus
a
science
student
might
choose
the
version
relevant
to
science
writing.
o Write
drafts
and
track
progress
within
GWrit.
o Submit
drafts
for
review
by
peers,
peer
tutors,
TAs
and
eventually
alumnae.
o Rewrite
based
on
peer-‐comments
and
tutor
comments.
• Once
a
week
in-‐person
meetings
that
are
not
organized
around
sections,
but
around
disciplines
and
issues.
• New
writing
resources
including:
o Short
(60
second)
videos
about
common
topics,
o Online
content
on
writing,
o Annotated
example
writings,
and
o Links
to
other
online
resources.
It
should
be
mentioned
that
this
new
blended-‐learning
version
of
WRS
101
builds
on
a
number
of
both
in-‐class
and
online
versions
of
introductory
writing
initiatives
managed
by
Roger
Graves
and
Heather
Graves
over
the
years.
Further,
much
of
the
content
we
will
be
adding
online
resources
already
exists
in
the
form
of
two
handbooks
co-‐authored
by
Heather
Graves,
Roger
Graves,
and
Lester
Faigley:
The
Brief
Penguin
Handbook
(604
pages)
and
the
Little
Penguin
Handbook
(320
pages).
3
The
Game
of
Writing
Some
of
the
features
one
can
see
here
include:
• In
GWrit
one
can
have
one
or
more
writing
Projects.
These
are
accessed
through
a
dynamic
outline
in
a
left-‐hand
panel.
• Projects
have
Milestones
and
Milestones
have
tasks.
• All
three
levels
(Projects,
Milestones,
and
Tasks)
have
two
associated
fields.
One
field
(the
upper
field)
is
where
writers
can
write
about
what
they
are
doing
or
have
to
do.
We
call
this
the
“Editorial”
field.
The
second
field
is
where
they
actually
write
parts
of
the
target
work.
This
is
the
“Writing”
field.
The
idea
is
to
encourage
planning
and
editorial
thinking
about
writing.
• All
three
levels
can
be
marked
as
Done
which
feeds
into
the
gamification
aspects
of
the
environment.
The
system
reflects
back
to
you
and
any
“competitors”
what
you
have
“done”.
• You
can
invite
another
user
to
compete
with
you
in
writing.
When
you
are
competing
then
you
have
the
option
to
“Brag”
whenever
you
finish
a
task,
milestone,
or
the
project.
Brags
can
Tweeted,
emailed,
or
they
can
show
up
in
the
system.
Here
is
Brag
prompt:
4
The
Game
of
Writing
This
first
version
was
tested
by
a
number
of
researchers
using
a
“talk
aloud”
protocol
where
they
worked
on
a
writing
assignment
and
recorded
impressions
about
the
system.
Most
of
the
feedback
in
this
first
user
test
had
to
do
with
functionality
and
the
interface.
Issues
that
emerged
included:
• It
wasn’t
clear
what
the
reasoning
was
behind
the
dual
panes
for
each
Project,
Milestone,
and
Task.
In
the
new
production
version
the
Editorial
field
is
used
for
template
instructions
and
suggestions
from
the
instructors.
In
addition
we
are
adding
a
third
pane
of
comments
that
can
come
from
peers,
tutors,
and
TAs.
• Statistics
the
show
achievement
(like
number
of
words
written)
were
appreciated,
but
the
degree
of
completion
(how
many
Tasks
and
Milestones
that
are
Done)
was
not
clear.
We
are
experimenting
with
a
“fuel
guage”
interface
feature
for
each
feature
so
it
clear
what
has
been
done
and
what
has
to
be
done.
We
are
also
trying
to
weave
graphical
hints
right
into
the
left-‐
hand
outline.
• Competing
with
others
should
be
an
option
as
not
everyone
wants
to
write
that
way
or
has
a
friend
who
would
be
interested.
The
opportunity
to
partner
with
Writing
Studies
to
develop
a
version
of
GWrit
for
production
use
in
a
course
changed
the
pace
of
the
project
and
the
development.
The
prototype
version
didn’t
need
to
be
robust
enough
to
support
hundreds
of
students.
As
we
are
expected
to
have
a
stable
version
by
September
1st
for
a
section
of
approximately
100
students
we
have
discarded
the
current
code
and
are
reimplementing
GWrit
with
professional
developers
in
the
University’s
Arts
Resource
Centre.
The
reimplementation
has
also
meant
that
we
have
to
redevelop
GWrit
to
suit
the
researchers
and
instructors
in
Writing
Initiatives
so
it
fits
with
their
pedagogical
design.
The
key
innovation
they
have
introduced
is
a
reviewing
system
that
allows
students
to
post
their
work
for
others
to
comment
on
and
to
then
rate
the
usefulness
of
the
comments.
This
commenting
or
review
feature
is
now
being
designed
to
allow
reviews
by
fellow
students,
by
peer
tutors
(which
Writing
Initiatives
currently
trains),
by
graduate
student
Teaching
Assistants
(who
are
also
trained
to
be
able
to
mark
writing),
and
eventually
by
volunteer
experts
from
the
community.
We
have
proposed
involving
alumni
who
have
“real
world”
experience
with
writing
in
the
review/commenting
process
as
it
will
give
students
authentic
feedback
on
their
writing
as
it
would
be
read
in
contexts
outside
the
university.
By
inviting
alumni
to
participate,
we
are
taking
up
the
challenge
that
S.
Toope
(2013)
outlines
in
“Universities
must
give
up
control:
UBC
president”
to
pursue
vital
change
by
lowering
the
boundary
for
alumni
and
others
to
participate
in
learning
activities
at
universities.
The
Game
of
Writing
can
provide
just
the
kind
of
direct
experience
that
Toope
and
others
(including
Harvard)
calls
for
(Perez-‐Pena
2013).
By
encouraging
alumni
involvement
we
will
add
resources
through
the
donation
of
time
and
build
support
throughout
Alberta
for
the
work
of
the
University.
5
The
Game
of
Writing
4.0 Gamification4
Let
us
now
return
to
the
gamification
components
to
GWrit.
Gamification
has
been
made
popular
by
Jane
McGonigal
through
her
game
designs,
public
talks,
and
her
book
Reality
is
Broken.
McGonigal
starts
the
book
with
a
chapter
on
“What
is
a
game?”
that
defines
games
by
four
defining
traits:
goals,
rules,
feedback
system
and
voluntary
participation.
This
definition
works
well
for
the
purposes
she
wants
to
put
it
to
in
that
it
helps
her
then
discuss
work
and
happiness.
(Reality
is
broken
because
most
of
our
work
doesn’t
have
the
energizing
“eustress,”
as
in
happy
stress
of
challenge
of
a
game.
(p.
32.)
As
she
puts
it
in
her
first
“Fix”:
Fix
#1:
Unnecessary
Obstacles
Compared
with
games,
reality
is
too
easy.
Games
challenge
us
with
voluntary
obstacles
and
help
us
put
our
personal
strengths
to
better
use.
(p.
22)
The
problem
with
this
definition
and
what
she
does
with
it
is
that
just
about
anything,
including
the
work
of
reality
would
fit
in
the
definition.
Most
work
has
goals,
rules
(often
called
law),
feedback
and
is
voluntary
(at
least
in
so
far
as
we
can,
theoretically,
quit
our
job.)
She,
like
most
writers
on
games
falls
into
Wittgenstein’s
trap
of
trying
to
define
games
and
ends
up
with
such
a
broad
one
that
it
can
do
just
about
anything
but
explain
what
is
special
about
games.
To
be
fair,
McGonigal
is
not
trying
to
define
games
as
a
philosopher
would
so
much
as
defining
in
order
to
introduce
them
in
her
larger
theme
of
life
and
work.
This
is
the
focus
of
the
book.
It
isn’t
really
about
gaming
but
about
the
place
of
gaming
in
leisure
and
work.
Her
argument,
at
least
in
the
beginning,
goes
something
like
this:
• Millions
of
gamers
are
spending
more
and
more
time
playing,
• So,
there
must
be
something
wrong
with
reality,
• Therefore
we
should
make
reality
more
like
gaming.
Put
this
way,
the
argument
seems
sort
of
silly,
and
of
course
there
is
more
to
it
(including
a
section
on
happiness
research).
Nonetheless,
I
put
it
this
way
to
show
the
flaws:
• The
fact
of
all
these
people
are
playing
games
doesn’t
mean
anything
in
particular
without
research.
It
is
a
standard
move
to
take
some
shift
(like
a
growth
in
game
playing)
and
try
interpret
it
to
suit
whatever
snake
oil
you
want
to
sell.
• We
might
just
as
well
point
out
that
millions
of
people
spend
even
more
time
watching
television.
Does
that
make
reality
broken
or
prove
anything
about
reality?
For
that
matter
all
sorts
of
people
spend
hours
and
hours
a
week
in
all
sorts
of
leisure
pastimes
from
gardening
to
reading.
No
one
tries
to
argue
that
reality
is
therefore
broken
and
we
should
make
work
more
like
reading.
The
tensions
between
work
and
leisure
have
been
with
us
since
we
had
philosophers
to
think
about
them.
McGonigal
thinks
she
just
discovered
such
a
tension
and
can
save
the
world
by
erasing
it.
4
This
section
is
drawn
from
my
blog
review
of
Reality
is
Broken
at
<http://theoreti.ca/?p=3594>.
6
The
Game
of
Writing
• Gaming
is
reality.
There
is
nothing
but
reality,
at
least
as
reality
is
normally
defined.
McGonigal,
however,
is
defining
reality
as
the
non-‐gaming
work
reality
we
face
Monday
morning.
Again
there
is
a
long
tradition
of
seeing
gaming
(and
other
forms
of
leisure)
as
the
other
of
work
reality
–
see
Huizinga’s
Homo
Ludens.
Why
can’t
work
be
as
peaceful
as
reading
a
novel,
or
as
entertaining
as
watching
a
live
spectacle
or
as
challenging
as
playing
a
game?
Wouldn’t
it
be
nice
if
we
could
make
work
into
play?
Huizinga
and
Suits
(who
she
quotes
with
approval)
tell
us
that
games
are
by
their
very
nature
not
efficient
work.
What
makes
them
playful
is
that
we
don’t
have
to
do
them
and
they
don’t
have
consequences
outside
the
game.
They
are
inefficient
if
compared
to
work
as
a
way
of
getting
things
done,
as
Suits
points
out.
And
herein
lies
the
problem
with
gamification
and
serious
games.
You
can’t
have
it
both
ways.
You
can’t
have
games
that
are
work
and
not
work.
It
isn’t
play
if
it
is
work
that
has
to
be
done
and
for
which
you
get
paid,
no
matter
how
voluntary
the
job
sort
of
is.
Work
reality
isn’t
broken,
it
is
just
different
from
play
(by
definition.)
We
can
change
the
ratio
of
leisure
time
to
work
time;
we
can
blur
the
borders
between
the
two,
but
we
shouldn’t
fool
ourselves
into
thinking
we
can
solve
the
reality
of
work
with
its
other.
To
be
honest,
what
annoys
me
is
the
political
innocence
of
this
work.
One
has
the
feeling
that
McGonigal
is
oblivious
of
centuries
of
political
science,
thought
about
work,
and
the
political
struggles
to
make
the
reality
of
workers
better.
If
reality
(in
the
sense
of
our
work
world)
is
broken
the
problem
is
just
as
likely
to
be
political.
Perhaps
people
don’t
have
meaningful
jobs
because
the
jobs
are
going
off-‐shore
or
being
automated
or
workers
are
having
their
rights
to
collective
bargaining
legislated
away?
McGonigal
seems
to
be
of
the
psychic
self-‐help
tradition
where
you
can
solve
everything
just
by
changing
your
attitude
and
being
happy.
She
quotes
with
approval
the
literature
about
happiness
as
flow
as
if
that
were
all
it
takes
to
live
a
meaningful
life.
If
all
it
takes
is
flow
then
just
turn
your
life
into
a
game
and
go
with
the
flow.
Gamify
your
oppressive
dead-‐end
job,
don’t
worry
about
the
politics
or
the
fate
of
others,
just
be
happy
through
gaming
because
the
games
industry
is
there
to
lend
a
hand.
(And
we
all
know
how
the
games
industry
is
generous
and
altruistic.
They
are
looking
after
our
best
interests
and
making
sure
that
their
games
aren’t
too
addictive
and
don’t
fleece
us
of
too
much
of
what
little
we
have.)
No
doubt
I
exaggerate,
but
there
is
a
real
danger
for
any
of
us
to
study
gaming
and
gamification
that
we
can
become
complicit
in
the
industry.
Reading
the
opening
chapters
I
feel
that
she
wants
to
justify
gaming
rather
than
examine
it.
As
her
subtitle
suggests,
her
book
is
not
whether
games
make
us
better
or
how
they
make
us
better
or
don’t;
instead
the
book
is
about
“Why
games
make
us
better
and
how
they
can
change
the
world.”
She
starts
by
trying
too
hard
to
prove
that
games
are
good
in
order
to
predict
that
they
will
change
things
for
the
best
(if
enough
of
us
cranks
can
just
get
with
the
program.)
No
doubt
this
makes
her
book
a
satisfying
read
for
any
gamer
who
has
felt
guilty
that
they
aren’t
doing
other
things,
but
it
doesn’t
make
it
convincing.
I
am
not
the
only
person
to
be
critical
of
McGonigal
or
gamification.
Reviewers
like
Chaplin
have
argued
that
gamified
tasks
aren’t
really
that
fun.
They
are
about
as
fun
as
doing
homework
for
a
scratch
and
sniff
sticker.
7
The
Game
of
Writing
Ian
Bogost,
in
his
blog
essay
“Gamification
is
Bullshit”
was
even
less
complimentary:
Rather,
bullshit
is
used
to
conceal,
to
impress
or
to
coerce.
Unlike
liars,
bullshitters
have
no
use
for
the
truth.
All
that
matters
to
them
is
hiding
their
ignorance
or
bringing
about
their
own
benefit.
Gamification
is
bullshit.
I'm
not
being
flip
or
glib
or
provocative.
I'm
speaking
philosophically.
In
particular
he
objects
to
confusing
features
of
games
like
points,
leader
boards,
and
levels
with
game
themselves.
Adding
game
features
to
things
that
aren’t
games
is
as
likely
to
gamify
them
as
adding
wheels
to
fish
is
to
“bicyclify”
the
fish.
The
fish
might
roll
a
little
better,
but
you
can’t
ride
it.
Ian
Bogost
is
honest
enough
to
realize
that
this
critique
of
gamification
could
also
apply
to
attempts
to
create
serious
games,
whether
educational
or
persuasive.
Bogost,
author
of
book
on
Persuasive
Games,
tries
to
distinguish
gamification
or
exploitationware
from
persuasive
games,
I
mentioned
that
frames
like
"serious
games"
and
even
my
own
"persuasive
games"
had
done
a
terrible
job
making
games
seem
viable
to
make
and
use
in
organizations.
The
problem
is,
they
should
be
difficult
to
make
and
use
in
such
contexts.
In
fact,
games
undermine
many
of
the
practices
of
industrialization
that
gamification
silently
endorses.
(Bogost,
“Persuasive
Games:
Exploitationware”)
The
difference
is
that
gamification
just
borrows
surface
features
and
conceals
the
bitter
pill
of
learning
or
work
under
the
cloak
of
gaming
while
a
persuasive
game
tries
to
model
a
phenomenon
so
that
playing
the
game
is
a
way
of
learning
about
the
phenomenon.
Why
then
are
we
integrating
gamification
into
GWrit?
First,
we
should
be
clear
that
we
have
built
GWrit
so
that
it
can
be
a
platform
for
representing
information
about
a
user’s
writing
back
to
them
in
the
form
of
analytics
or
gamification
components.
Our
working
hypothesis
is
that
gamification
can
be
a
playful
way
of
representing
real
information
back
to
users
so
that
they
can
make
decisions
and
possibly
be
motivated
differently.
Gamification
is
therefore
an
process
of
re-‐presenting
information
in
a
different
rhetorical
mode.
Instead
of
simply
stating
information
about
a
project
(as
in
“you
have
finished
3
out
of
5
tasks
in
9
days”)
gamification
is
an
experiment
in
presenting
this
information
so
that
it
is
more
persuasive.
This
is
not
a
statement
about
what
we
think
is
true,
so
much
as
a
hypothesis
to
test,
which
is
why
we
need
an
environment
into
which
we
can
plug:
• A
variety
of
analytics
that
gather
information
about
writing,
• A
variety
of
“serious”
and
“gamified”
representations
of
that
information,
and
• Tools
for
capturing
information
and
comments
about
the
writing
we
are
trying
to
encourage
through
gamified
analytics.
5.0 Partnerships
We
see
this
then
as
an
opportunity
to
experiment
with
different
representations
of
information,
including
playful
ones,
on
a
larger
scale
and
in
a
partnership
that
brings
together
game
studies
researchers
with
researchers
who
specialize
in
the
8
The
Game
of
Writing
scholarship
of
writing
instruction.
More
specifically
this
project
is
a
collaboration
between
the
following
partners:
• The
Faculty
of
Arts
which
has
traditionally
provided
writing
courses
to
students
across
the
Faculties
and
is
now
having
to
find
try
different
ways
of
offering
such
service
teaching.
• Writing
Initiatives
that
has
been
called
on
offer
large-‐scale
writing
sections
and
which
has
a
research
function
to
study
rhetoric
and
writing.
• Researchers
in
the
digital
humanities
and
game
studies
who
are
interested
in
studying
different
interfaces
to
information,
different
uses
of
analytics,
and
serious
uses
of
games/gamification.
References:
Bogost,
I.
(May
3,
2011).
“Persuasive
Games:
Exploitationware.”
Gamasutra.
Online.
<http://www.gamasutra.com/view/feature/134735/persuasive_games_explo
itationware.php>
Bogost,
I.
(August
8,
2011).
“Gamification
is
Bullshit.”
Ian
Bogost
-‐
Videogame
Theory,
Criticism,
Design.
Blog.
Online.
<http://www.bogost.com/blog/gamification_is_bullshit.shtml>
Chaplin,
H.
(March
20,
2011).
“I
Don't
Want
To
Be
a
Superhero:
Ditching
reality
for
a
game
isn't
as
fun
as
it
sounds.”
Slate.
Online.
<http://www.slate.com/articles/technology/gaming/2011/03/i_dont_want_t
o_be_a_superhero.html>
Freedman,
J.
(2013,
November
25).
“MOOCs:
Usefully
Middlebrow.”
Chronicle
of
Higher
Education.
<http://m.chronicle.com/
>
Huizinga,
J.
(1950).
Homo
Ludens:
A
Study
of
the
Play-‐Element
in
Culture.
Boston:
Beacon
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Light,
R.
J.
(2003).
“Writing
and
students'
engagement.”
Peer
Review,
6(1),
28-‐31.
McGonigal,
J.
(2011).
Reality
is
Broken:
Why
Games
Make
Us
Better
and
How
They
Can
Change
the
World.
New
York,
Penguin.
Perez-‐Pena,
R.
(2013,
March
25).
“Harvard
Asks
Graduates
to
Donate
Time
to
Free
Online
Humanities
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New
York
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<http://www.nytimes.com/>
Rogers,
P.
(2010).
“The
contributions
of
North
American
longitudinal
studies
of
writing
in
higher
education
to
our
understanding
of
writing
development.”
In
C.
Bazerman,
R.
Krut,
K.
Lunsford,
S.
McLeod,
S.
Null,
P.
Rogers
&
A.
Stansell
(Eds.),
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(pp.
365-‐377).
New
York:
Routledge.
Suits,
B.
(1978).
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Games,
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Utopia.
Toronto:
University
of
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24).
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UBC
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Retrieved
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<http://www.theglobeandmail.com/>
9
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of
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Watters,
A.
(2013,
November
29).
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MOOCs
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MOOCs.”
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<http://www.hackeducation.com/>
10