The document discusses gamification strategies for MOOCs. It addresses how gamification could be used scalably in MOOCs and how gamification strategies could be designed based on learners, teachers, and means. Some potential gamification strategies are proposed, including elections, awards, roleplaying, performance tasks, creativity activities, collecting data, researching, simulations, stories, apps, self-made content, case studies, and innovative approaches. Flexibility, autonomy and unpredictability are noted as important aspects of gamification.