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Culture as a Determinant in Students’ Acceptance of Gamified Learning

Received: 18 July 2019    Accepted: 10 September 2019    Published: 24 September 2019
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Abstract

Nowadays, higher learning institutions in various countries across the globe are incorporating gamification in their respective curriculum in an attempt to create learning experiences that can motivate as well as actively engage learners in learning activities that they would otherwise find boring. While incorporating gamification in higher education curriculum, it is crucial to address the differences in students’ behavior or perception due to their cultural differences. Gamification stands out as one of the effective e-learning approaches in motivating learners to actively participate in learning activities that they find uninteresting. To successfully incorporate gamification in various lectures, it is imperative for instructors and policy makers to comprehensively understand the involved students’ cultures. This is because the knowledge of the impact of culture in higher learning plays a crucial role in enabling policy makers in the education sector to develop viable approaches of incorporating gamification in the students’ learning process. Gamification is a vital tool in facilitating students’ learning process as well as the creation of viable teaching models in higher learning institutions. However, there should be a remarkable balance between the application of gamification and time management in order to ensure effective delivery of instruction to students. At the same time, a culture of dedication and focus on personal growth in relation to gamification and learning should be promoted in order to ensure students are always motivated to pursue their studies. This paper aims at providing a critical examination of the effect of culture in relation to gamification in higher learning education.

Published in International Journal of Education, Culture and Society (Volume 4, Issue 5)
DOI 10.11648/j.ijecs.20190405.11
Page(s) 76-80
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2024. Published by Science Publishing Group

Keywords

Gamified Learning, Gamified Lectures, Culture, Higher Education, Motivation

References
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[2] Twenge, J. (2017). IGen: Why Today’s Super-Connected Kids Are Growing Up Less Rebellious, More Tolerant, Less Happy--and Completely Unprepared for Adulthood--and What That Means for the Rest of Us (p. 24). New York, NY: ATRIA Books.
[3] Al-Oteawi, S. (2002). The perceptions of Administrators and teachers in utilizing information technology in instruction, administrative work, technology planning and staff development in Saudi Arabia (p. 248). Doctoral Dissertation, Ohio University.
[4] Hunaiyyan, A. A., Alhajri, R. A., Sharhan, S. A. (2018). Perceptions and challenges of mobile learning in Kuwait. Journal of King Saud University – Computer and Information Sciences, 30 (2), 279–289.
[5] Hamidi, H. Chavoshi, A. (2018). Analysis of the essential factors for the adoption of mobile learning in higher education: A case study of students of the University of Technology, Telematics Informatics, 35 (4), 1053-1070.
[6] Kim, S., Song, K., Lockee, B., & Burton, J. (2018). Gamification in learning and education: Enjoy learning like gaming (pp. 25, 36). Cham: Springer.
[7] Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18 (3), 75-88.
[8] Matsumoto, D. R., & Juang, L. P. (2017). Culture and psychology (p. 82). Boston. MA: Cengage Learning.
[9] Alomar, N., Vanissa, W., & Gary, W. (2016). The design of a hybrid cultural model for Arabic gamified systems. Computers in Human Behavior, 472-485.
[10] Dickins, J., Hervey, S., & Higgins, I. (2016). Thinking Arabic translation: A course in translation method: Arabic to English (p. 146). Abingdon: Routledge.
[11] McAuliffe, M. (2016). Through the color lens (p. 59). Peregian Beach, Qld. Oxford Global Press.
[12] AlMarshedi, A., Warnick, V., Willis, G., & Ranchhod, A. (2017). Gamification and behaviour. Gamification, 19-29.
[13] Cole, J. (2017). Trump on Islam: Neo-Orientalism and Anti-Shi’ism. The Washington Report on Middle East Affairs, 36 (4), 8.
[14] Boud, D., & Falchikov, N. (2016). Rethinking assessment in higher education: Learning for the longer term (pp. 87-89). Abingdon: Routledge.
[15] Mazur, B. (2015). Cultural diversity in organizational theory and practice. Journal of Intercultural Management, 2 (2), pp. 5-19.
[16] Alothman, M., Robertson, J., & Michaelson, G. (2017). Computer usage and attitudes among Saudi Arabian undergraduate students. Computers & Education, 110, 127-142.
[17] Weinberg, B. (2011). Online games and social life: Managing social media games. Games and Horizons, 54 (3), 275-282.
[18] Haiken, M., & Matera, M. (2017). Gamify literacy: Boost comprehension, collaboration, and learning (pp. 110-113). Portland, Oregon: International Society for Technology in Education.
[19] Farber, M. (2015). Gamify your classroom: A field guide to game-based learning. New York: Peter Lang.
[20] Zabadi, A. M., & Al-Alawi, A. H. (2016). University students’ attitudes towards e-learning: University of Business & Technology (UBT)-Saudi Arabia-Jeddah: A case study. International Journal of Business and Management, 11 (6), 286-295.
[21] Yakaboski, T., Perez-Velez, K., & Almutairi, Y. (2016). Collectivists’ decision-making: Saudi Arabian graduate students’ study abroad choices. Journal of International Students 2017 Vol 7 Issue 1, 7 (1), 94-112.
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  • APA Style

    Filomachi Spathopoulou. (2019). Culture as a Determinant in Students’ Acceptance of Gamified Learning. International Journal of Education, Culture and Society, 4(5), 76-80. https://doi.org/10.11648/j.ijecs.20190405.11

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    ACS Style

    Filomachi Spathopoulou. Culture as a Determinant in Students’ Acceptance of Gamified Learning. Int. J. Educ. Cult. Soc. 2019, 4(5), 76-80. doi: 10.11648/j.ijecs.20190405.11

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    AMA Style

    Filomachi Spathopoulou. Culture as a Determinant in Students’ Acceptance of Gamified Learning. Int J Educ Cult Soc. 2019;4(5):76-80. doi: 10.11648/j.ijecs.20190405.11

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  • @article{10.11648/j.ijecs.20190405.11,
      author = {Filomachi Spathopoulou},
      title = {Culture as a Determinant in Students’ Acceptance of Gamified Learning},
      journal = {International Journal of Education, Culture and Society},
      volume = {4},
      number = {5},
      pages = {76-80},
      doi = {10.11648/j.ijecs.20190405.11},
      url = {https://doi.org/10.11648/j.ijecs.20190405.11},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ijecs.20190405.11},
      abstract = {Nowadays, higher learning institutions in various countries across the globe are incorporating gamification in their respective curriculum in an attempt to create learning experiences that can motivate as well as actively engage learners in learning activities that they would otherwise find boring. While incorporating gamification in higher education curriculum, it is crucial to address the differences in students’ behavior or perception due to their cultural differences. Gamification stands out as one of the effective e-learning approaches in motivating learners to actively participate in learning activities that they find uninteresting. To successfully incorporate gamification in various lectures, it is imperative for instructors and policy makers to comprehensively understand the involved students’ cultures. This is because the knowledge of the impact of culture in higher learning plays a crucial role in enabling policy makers in the education sector to develop viable approaches of incorporating gamification in the students’ learning process. Gamification is a vital tool in facilitating students’ learning process as well as the creation of viable teaching models in higher learning institutions. However, there should be a remarkable balance between the application of gamification and time management in order to ensure effective delivery of instruction to students. At the same time, a culture of dedication and focus on personal growth in relation to gamification and learning should be promoted in order to ensure students are always motivated to pursue their studies. This paper aims at providing a critical examination of the effect of culture in relation to gamification in higher learning education.},
     year = {2019}
    }
    

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    AB  - Nowadays, higher learning institutions in various countries across the globe are incorporating gamification in their respective curriculum in an attempt to create learning experiences that can motivate as well as actively engage learners in learning activities that they would otherwise find boring. While incorporating gamification in higher education curriculum, it is crucial to address the differences in students’ behavior or perception due to their cultural differences. Gamification stands out as one of the effective e-learning approaches in motivating learners to actively participate in learning activities that they find uninteresting. To successfully incorporate gamification in various lectures, it is imperative for instructors and policy makers to comprehensively understand the involved students’ cultures. This is because the knowledge of the impact of culture in higher learning plays a crucial role in enabling policy makers in the education sector to develop viable approaches of incorporating gamification in the students’ learning process. Gamification is a vital tool in facilitating students’ learning process as well as the creation of viable teaching models in higher learning institutions. However, there should be a remarkable balance between the application of gamification and time management in order to ensure effective delivery of instruction to students. At the same time, a culture of dedication and focus on personal growth in relation to gamification and learning should be promoted in order to ensure students are always motivated to pursue their studies. This paper aims at providing a critical examination of the effect of culture in relation to gamification in higher learning education.
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Author Information
  • Liberal Arts, American University of the Middle East, Egaila, Kuwait

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