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

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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
Número total de Autores: 20
Tipo de documento: Artigo Científico
Fonte: IHC 2020: PROCEEDINGS OF THE 19TH BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTING SYSTEMS; v. N/A, p. 10-pg., 2020-01-01.
Resumo

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)

Processo FAPESP: 18/15917-0 - Gamificando ambientes virtuais de aprendizagem: uma abordagem focada na narrativa e experiência do usuário
Beneficiário:Paula Toledo Palomino
Modalidade de apoio: Bolsas no Brasil - Doutorado
Processo FAPESP: 18/11180-3 - Um sistema de recomendação baseado em dados para apoiar o planejamento da gamificação na educação
Beneficiário:Armando Maciel Toda
Modalidade de apoio: Bolsas no Exterior - Estágio de Pesquisa - Doutorado
Processo FAPESP: 18/07688-1 - Design e detecção automática de experiência de fluxo em estudantes e professores em sistemas educacionais inteligentes gamificados
Beneficiário:Wilk Oliveira dos Santos
Modalidade de apoio: Bolsas no Brasil - Doutorado