Armando Toda
GamiCSM: relating education, culture and gamification - a link between worlds
Toda, Armando; Klock, Ana Carolina Tomé; Palomino, Paula T.; Rodrigues, Luiz; Oliveira, Wilk; Stewart, Craig; Cristea, Alexandra I.; Gasparini, Isabela; Isotani, Seiji
Authors
Ana Carolina Tomé Klock
Paula T. Palomino
Luiz Rodrigues
Wilk Oliveira
Dr Craig Stewart craig.d.stewart@durham.ac.uk
Associate Professor
Professor Alexandra Cristea alexandra.i.cristea@durham.ac.uk
Professor
Isabela Gasparini
Seiji Isotani
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.
Citation
Toda, A., Klock, A. C. T., Palomino, P. T., Rodrigues, L., Oliveira, W., Stewart, C., Cristea, A. I., Gasparini, I., & Isotani, S. (2020, October). GamiCSM: relating education, culture and gamification - a link between worlds. Presented at 19th Brazilian Symposium on Human Factors in Computing Systems, Diamantina, Brazil
Presentation Conference Type | Conference Paper (published) |
---|---|
Conference Name | 19th Brazilian Symposium on Human Factors in Computing Systems |
Start Date | Oct 26, 2020 |
End Date | Oct 30, 2020 |
Online Publication Date | Oct 26, 2020 |
Publication Date | 2020 |
Deposit Date | Nov 3, 2021 |
Publicly Available Date | Nov 3, 2021 |
Publisher | Association for Computing Machinery (ACM) |
Pages | 1-10 |
ISBN | 9781450381727 |
DOI | https://doi.org/10.1145/3424953.3426490 |
Public URL | https://durham-repository.worktribe.com/output/1138066 |
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Copyright Statement
© Owner/Author | ACM (2020). This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems, https://doi.org/10.1145/3424953.3426490
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