Advanced search
Start date
Betweenand


GamiCSM: Relating education, culture and gamification - a link between worlds

Full text
Author(s):
Show less -
Toda, Armando ; Klock, Ana Carolina Tome ; Palomino, Paula T. ; Rodrigues, Luiz ; Oliveira, Wilk ; Stewart, Craig ; Cristea, Alexandra, I ; Gasparini, Isabela ; Isotani, Seiji ; Kemczinski, A ; Santos, CQ ; Trevisan, DG ; Gasparini, I ; Zaina, L ; Pereira, M ; Mota, M ; Villela, MLB ; Falcao, TP ; Conte, TU ; Darin, TDR
Total Authors: 20
Document type: Journal article
Source: IHC 2020: PROCEEDINGS OF THE 19TH BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTING SYSTEMS; v. N/A, p. 10-pg., 2020-01-01.
Abstract

The potential of gamification to improve users' motivation and engagement influenced many researchers and professionals to analyse its effects in educational settings. While some studies focus on adapting game elements according to demographic and behavioural information of the user profile, few of them explore (or even consider) cultural factors. These cultural factors play an essential role in our societies' development. Thus, this work proposes and evaluates a representative model to understand better the relationship between cultural factors and gamification within educational domains, namely the Gamification for Cultural Studies Model (GamiCSM). Through a qualitative approach, we map Hofstede's cultural dimensions (i.e., power distance, individualism/collectivism, uncertainty avoidance, masculinity/femininity, long/short-term orientation, and indulgence/restraint) with a Taxonomy of Gamification Elements for Education (TGEEE), a recent model for gamification elements for educational environments. Furthermore, we adapted a survey to evaluate the resultant model with eight domain experts in gamification and education. Based on this evaluation, we are able to propose a starting model, containing some additional refinements and improvements. Thus, the main contributions of this work are: (i) the first model to relate game elements and cultural dimensions within educational domains and (ii) a state-of-the-art empirical study intersecting culture, gamification and education. (AU)

FAPESP's process: 18/15917-0 - Gamification of virtual learning environments: a narrative and user experience approach
Grantee:Paula Toledo Palomino
Support Opportunities: Scholarships in Brazil - Doctorate
FAPESP's process: 18/11180-3 - A Data-Driven Recommendation System for Supporting Educational Gamification Planning
Grantee:Armando Maciel Toda
Support Opportunities: Scholarships abroad - Research Internship - Doctorate
FAPESP's process: 18/07688-1 - Design and automatic detection of flow experience in students and teachers in gamified intelligent educational systems
Grantee:Wilk Oliveira dos Santos
Support Opportunities: Scholarships in Brazil - Doctorate