Gamification to Raise Awareness About Colombian Culture: Testing Colombia diversophy® Game
Vergara Salgado, María Camila (2022)
Vergara Salgado, María Camila
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022060816611
https://urn.fi/URN:NBN:fi:amk-2022060816611
Tiivistelmä
Gamification applies game features such as points, levels, pawns, and leaderboards, among others, into contexts or environments that are not typically gamified. It has become a strategy implemented in education when learning heavy-loaded subjects or learning a new language and in business when addressing customer or employee engagement.
This mixed-method research studied the receptivity and feedback of individuals to a gamification product about Colombian culture. The first objective was to know if it is possible to develop a broader view of Colombian culture, country, and activities through playing this game. The second objective was to determine what insights or learnings participants gained. The third objective was to know how participants would rate the effectiveness of the enjoyment of this game. And finally, the fourth objective was to understand the recommendations and suggestions provided by participants to improve the game.
To collect the data, it was arranged a game session in which participants played the game and fill a survey following gameplay. During the game session, they discussed the topics in the cards whose content was about Colombian culture.
Overall findings revealed that the game met its objectives since it demonstrated that people could learn positive points about Colombia from this learning activity. In addition, this type of activity can allow participants to share their perspectives and knowledge by engaging in a learning task where active sharing is at the core of the activity. Lastly, findings also revealed that this activity does not sufficiently meet gamification features; instead, this activity can be reframed as an active learning technique.
This mixed-method research studied the receptivity and feedback of individuals to a gamification product about Colombian culture. The first objective was to know if it is possible to develop a broader view of Colombian culture, country, and activities through playing this game. The second objective was to determine what insights or learnings participants gained. The third objective was to know how participants would rate the effectiveness of the enjoyment of this game. And finally, the fourth objective was to understand the recommendations and suggestions provided by participants to improve the game.
To collect the data, it was arranged a game session in which participants played the game and fill a survey following gameplay. During the game session, they discussed the topics in the cards whose content was about Colombian culture.
Overall findings revealed that the game met its objectives since it demonstrated that people could learn positive points about Colombia from this learning activity. In addition, this type of activity can allow participants to share their perspectives and knowledge by engaging in a learning task where active sharing is at the core of the activity. Lastly, findings also revealed that this activity does not sufficiently meet gamification features; instead, this activity can be reframed as an active learning technique.