Bidarra, JoséRocio, Vitor2022-12-062022-12-062022Bidarra, J., & Rocio, V. (2022). Online gamification devices as extensions of the educational printed book. In G. Ubachs (Ed.) The Envisioning Report for Empowering Universities (pp. 15-17). Maastricht, NL: EADTU. https://zenodo.org/record/6576471#.YozdDJPMJ3I9789079730469http://hdl.handle.net/10400.2/12675In recent years there have been several commercial products designated as "augmented books". These use gamification and augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this article we describe part of the research and outcomes of the Portuguese project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we developed a model for the gamification of digital content based on the printed book, mainly aimed at educational purposes. A proof of concept for the model was built in the form of a companion platform, supported by the Moodle LMS, fully integrated with the main CHIC website. Readers were able to access the platform, engage in several content related games, and interact with other readers.engGamificationMoodleE-learningTextbookOnline gamification devices as extensions of the educational printed bookbook part