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

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... Acestea sunt câteva din întrebările la care încercăm să răspundem în acest articol, în urma analizei literaturii de specialitate. Toda et al., 2020). De evidențiat și factori cu potențial motivațional dublu: feedback-ul rapid (care poate declanșa și motivația intrinsecă prin sentimentul de realizare în raport cu propriul progres sau cu performanța celorlalți), posibilitatea de a coopera (de a crea "triburi" care luptă pentru aceleași obiective, care se sprijină, care împărtășesc succesul -și prin asta pot oferi ideea de sens, legătură) sau crearea unui mediu competitiv, cu valențe pozitive doar în cazul anumitor persoane sau grupuri, deoarece caracteristicile personale și culturale sunt importante (Araújo, 2016; Furdu, Tomozei & Kose, 2017; Toda et al., 2020). ...
... Aspecte generale Printre recomandările cu privire la gamificare se numără și adaptarea la specificitatea culturală, deoarece înțelegerea legăturii cultură-gamificare poate oferi direcții de ameliorare a experienței educaționale. Totuși, literatura de specialitate ne indică faptul că variabila cultură este neglijată sau puțin explorată în cadrul studiilor alocate acestei tematici (Toda et al., 2020). Atitudinea față de gamificare (atât a studenților, cât și a profesorilor), schemele de joc, modul de utilizare a structurilor ludice, comportamentul în timpul jocului sunt doar câteva elemente pe care le putem lega de specificitatea culturală, în general, de anumite dimensiuni culturale, în special. ...
... preocuparea scăzută pentru adecvarea la profilul cultural al utilizatorilor(Toda et al., 2020). Efectele gamificării asupra performanței în învățare variază în funcție de context și de modul de aplicare (Prieto-Andreu, Gómez-Escalonilla-Torrijos & Said-Hung, 2022). ...
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Today's world comes with numerous challenges, especially in the educational space. New technologies and the virtual environment bring changes in values, attitudes, and behaviors, creating the premises for redefining the educational process on the one hand, and on the other hand, generating interest in the use of game elements in non-play contexts through gamification. The specialized literature supports this orientation by presenting the benefits and the problems that need to be addressed for better integration of gamification in university environments. One of the important issues highlighted is the need to adapt to cultural specificity, which is related to resistance to change, the nature of motivation, and the degree of appreciation for cooperation or competition, among other factors.
... In their study [Rodrigues and Isotani 2023] they tell us about the importance of personalizing gamification according to users and content to be addressed within the school context, so that there is better engagement and students feel more motivated to carry out the proposed activities. It is worth mentioning that [Toda et al. 2020a] in their study recommends that to achieve positive effects it is necessary to follow good design practices, with a broad focus on the characteristics of users and their cultural context to avoid demotivation and unwanted behavior. ...
... However, despite the mishaps encountered before, during, and after this type of work in the classroom, we were able to notice the students' interest in this type of activity, which is a little out of the ordinary, from dialogued classes, blackboard, and activities in the notebook. As we saw in related works [Toda et al. 2020a]; [Rodrigues and Isotani 2023] e [Toda et al. 2020b] the teacher must take into account the reality of the students, their habits, and previous knowledge. In this report, we seek to meet all these needs, so that there is a better use and engagement of the students. ...
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Gamification in education makes learning engaging, motivating, and interactive, stimulating active participation and skill development through game elements. In this context, this experiential report aims to describe and reflect on the use of games as an aid in the literacy process in the early years of elementary school, and how the use of the digital tool Flippity can contribute to this process. Besides that, we conducted a bibliographic analysis on the topic to enrich the reflection. The study reveals positive outcomes of using games in children’s literacy education, fostering enjoyable learning experiences. Based on these findings, we offer six recommendations to enhance gamification in literacy teaching to promote effective learning for students.
... It is this aspect of 'culture' that we will seek to investigate within the rest of this paper. Recently, culture's importance to gamification has come to the fore [2,24,19]. In spite of this surge in interest, according to [19], most existing gamification studies that address education and culture are focused on language learning, rather than on understanding how culture can impact on gamification design. ...
... Recently, culture's importance to gamification has come to the fore [2,24,19]. In spite of this surge in interest, according to [19], most existing gamification studies that address education and culture are focused on language learning, rather than on understanding how culture can impact on gamification design. ...
Chapter
Gamification applied to education could impact positively (or negatively) students’ psychological and cognitive aspects, such as motivation, engagement and learning performance. Nevertheless, the perceptions of education professionals and their concerns about implicit biases and ethics that emerge from applying gamification to support learning has not been widely explored. Thus, we conducted a qualitative study that aims to identify gamification potential biases and ethical concerns, from teachers’ perspectives, in the Brazilian context. We designed a survey answered by 61 Brazilian teachers, who had not used gamification before - even thought they were aware of its potential benefits. Our results point out that social aspects, difficulties in planning and evaluation, psychological and behavioral impacts, and privacy of students are some of the main concerns related to ethics and biases. This paper contribution focused on providing a list of potential biases and ethical concerns to consider when designing and applying gamification in education.
... It is this aspect of 'culture' that we will seek to investigate within the rest of this paper. Recently, culture's importance to gamification has come to the fore [2,24,19]. In spite of this surge in interest, according to [19], most existing gamification studies that address education and culture are focused on language learning, rather than on understanding how culture can impact on gamification design. ...
... Recently, culture's importance to gamification has come to the fore [2,24,19]. In spite of this surge in interest, according to [19], most existing gamification studies that address education and culture are focused on language learning, rather than on understanding how culture can impact on gamification design. ...
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Research on tailored gamification has shifted from analysing single students' characteristics (e.g. gender or behavioural profiles) to multiple characteristics and how they are influenced by gamification (e.g. context and system log usage). Yet, few studies have been conducted that are concerned with culture, which influences many of the students' characteristics and, consequently, their learning performance. In order to provide a better gamified experience, it is important to understand culture and how it impacts on students' perceived importance of gamification elements, so these elements can be adapted to specific cultures. To this end, we conducted an exploratory study using Association Rule Mining, to explore how the cultural landscape (country) influences the students' behaviour and perceived importance of gamification elements in educational environments. We collected and analysed data (N = 1296) from two different countries, Brazil (N = 428) and the United States (N = 868) and identified significant differences between the perceived importance of some gamification elements.
... Cultural considerations should also be included since they may have an impact on how students respond to certain game components. Certain traits, such as a competitive spirit, are more acceptable in some cultures than others [19]. ...
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Universities are trying to adapt the education process for students, who may benefit from different approaches to learning. Gamification is an example; it may provide an opportunity for practical testing of the acquired knowledge and valuable feedback on their weaknesses and strengths. With an element of competition, it may further boost students' enthusiasm for learning and their self-confidence. Researchers proposed many ways to implement gamification in the education process. This paper proposes a newly developed information system and gamification model combined with the previously developed Automated Programming Assessment System (APAS) for evaluating SQL solutions at Algebra University. During learning, APAS contributes by providing rich and immediate feedback to students. The first goal is to enhance student engagement during the academic year, and the second goal is to help students who need to reenroll in the course due to their previous failure. To increase their chances, they need to prepare more whenever they are willing to learn, often physically outside the university. The proposed system is used at Algebra University in the Introduction to Databases course with the aim of empowering students, but the benefits could also be significant for the university, which is interested in minimizing the student dropout rate.
... Gamification -known as the use of game elements outside of games -is used to drive user engagement and improve user experience in a wide array of fields and subjects, such as health, [1,2], social media [3], and education [4,5]. Previous research [6] indicates that gamification is more effective when the gameful design 1 of a system accounts for user context, personality, and culture [8,9]. Some researchers affirm that people are motivated or demotivated by different game elements according to their ''gamer or user type'' [10][11][12]. ...
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This chapter outlines the principles of context and culture in the discipline of human computer interaction (HCI) for the purpose of good design in gamification. The important HCI theory of affordance is used to illustrate context and culture, and their importance in the design of artefacts, in this case games for education and business. We then consider how these concepts are incorporated into the game design through appropriate requirements engineering, utilising familiarity and enculturement. Familiarity—tied to learning within the ecological perspective of context—and enculturement—tied to the socialisation within the perspective of culture. It is argued that requirements engineering and analysis needs to take into account the dualistic nature of system interaction related to these HCI concepts, of being of both culture and context, rather than the common, somewhat muddled, perspective of a context mediated by a cultural perspective, or vice versa, or a conglomeration of the two.
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Context Systematic mapping studies are used to structure a research area, while systematic reviews are focused on gathering and synthesizing evidence. The most recent guidelines for systematic mapping are from 2008. Since that time, many suggestions have been made of how to improve systematic literature reviews (SLRs). There is a need to evaluate how researchers conduct the process of systematic mapping and identify how the guidelines should be updated based on the lessons learned from the existing systematic maps and SLR guidelines. Objective To identify how the systematic mapping process is conducted (including search, study selection, analysis and presentation of data, etc.); to identify improvement potentials in conducting the systematic mapping process and updating the guidelines accordingly. Method We conducted a systematic mapping study of systematic maps, considering some practices of systematic review guidelines as well (in particular in relation to defining the search and to conduct a quality assessment). Results In a large number of studies multiple guidelines are used and combined, which leads to different ways in conducting mapping studies. The reason for combining guidelines was that they differed in the recommendations given. Conclusion The most frequently followed guidelines are not sufficient alone. Hence, there was a need to provide an update of how to conduct systematic mapping studies. New guidelines have been proposed consolidating existing findings.
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In times when interactive systems need to provide support for the emerging multi-cultureless of many countries, the "on-size-fits-all" approach is no longer applicable. Consequently, the introduction of the culture concept in interactive systems is becoming a necessity, a challenge, and a timely and relevant issue. Indeed, culture has received increasing attention in Human Computer Interaction (HCI) community. In this survey we summarize some basic concepts like internationalization, localization, describing some culture models, particularly Hofstede's cultural dimensions. After we discuss how HCI practices could address these cultural dimensions. Our intention is to establish background and some basic concepts for helping designers incorporating cultural issues in their interaction design.
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This article describes briefly the Hofstede model of six dimensions of national cultures: Power Distance, Uncertainty Avoidance, Individualism/Collectivism, Masculinity/Femininity, Long/Short Term Orientation, and Indulgence/Restraint. It shows the conceptual and research efforts that preceded it and led up to it, and once it had become a paradigm for comparing cultures, research efforts that followed and built on it. The article stresses that dimensions depend on the level of aggregation; it describes the six entirely different dimensions found in the Hofstede et al. (2010) research into organizational cultures. It warns against confusion with value differences at the individual level. It concludes with a look ahead in what the study of dimensions of national cultures and the position of countries on them may still bring.
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This article describes the genesis and development of concept mapping as a useful tool for science education. It also offers an overview of the contents of this special issue and comments on the current state of knowledge representation. Suggestions for further research are made throughout the article.
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In order to study the impact of culture on the inter-organizational knowledge transfer, the transfer is conceptualized as an unfolding process consisting of stages through which the involved parties proceed. Such conceptualization allows a closer examination of how the cultural traits of source and recipient firms at different levels affect each stage of the transfer process. The cultural impacts are categorized into two main categories, monadic and dyadic. The theoretical and practical implications of the proposed model are discussed.
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Literature on ethical behavior has paid little attention to the mechanism between macro- environmental variables and environmental performance. This study aims at constructing a model to examine the␣relationships which link cultural values, population growth, economic development, and environmental performance by incorporating the mediating role of education. The multiple linear regression model was employed to test the hypotheses on a 3-year-pooled sample of 51 countries. Empirical results conclude that national culture, economic development, and population growth would significantly influence environmental performance directly. In addition, through the mediating effect of education, population growth and national culture would significantly affect environmental performance indirectly. These findings provide theoretical and managerial implications for constructing the mechanism of cultural values and ethical behavior in general and environmental management in particular.
From Game Design Elements to Gamefulness: Defining "Gamification
  • Sebastian Deterding
  • Miguel Sicart
  • Lennart Nacke
  • O' Kenton
  • Dan Hara
  • Dixon
Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems -CHI EA '11 (2011), 2425. https://doi.org/10.1145/ 1979742.1979575 arXiv:11/09 [ACM 978-1-4503-0816-8]