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...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
© 2019, Kassel University Press GmbH. Gamification is the use of game design elements in non-game co...
Gamification has been widely employed in the educational domain over the past eight years when the t...
In the current modern world, gamification and its innovative methods become one of the primary tools...
Research on tailored gamification has shifted from analysing single students' characteristics (e.g. ...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Globalization and resultant international mobility, especially in higher education sector, have crea...
Gamification has been widely adopted in many areas, including in the educational context. The studen...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Innovative new digital technologies arise within the field of education every day. There seems to be...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification is broadly defined as the use of game elements (for example, points, rewards and comp...
Gamification has been widely used to design better educational systems aiming to increase students’ ...
Gamification is a growing trend in research (Caponetto, Earp, and Ott, 2014; Erenli, 2013; Kasurinen...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
© 2019, Kassel University Press GmbH. Gamification is the use of game design elements in non-game co...
Gamification has been widely employed in the educational domain over the past eight years when the t...
In the current modern world, gamification and its innovative methods become one of the primary tools...
Research on tailored gamification has shifted from analysing single students' characteristics (e.g. ...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Globalization and resultant international mobility, especially in higher education sector, have crea...
Gamification has been widely adopted in many areas, including in the educational context. The studen...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Innovative new digital technologies arise within the field of education every day. There seems to be...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification is broadly defined as the use of game elements (for example, points, rewards and comp...
Gamification has been widely used to design better educational systems aiming to increase students’ ...
Gamification is a growing trend in research (Caponetto, Earp, and Ott, 2014; Erenli, 2013; Kasurinen...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
© 2019, Kassel University Press GmbH. Gamification is the use of game design elements in non-game co...
Gamification has been widely employed in the educational domain over the past eight years when the t...