Investigating Experiences of a Gamification Learning Tool in a Multicultural Setting : An Exploratory Study into diversophy® New Horizons
Hakkarainen, Sara; Viljaharju, Pinja (2018)
Hakkarainen, Sara
Viljaharju, Pinja
Jyväskylän ammattikorkeakoulu
2018
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2018121120958
https://urn.fi/URN:NBN:fi:amk-2018121120958
Tiivistelmä
It is evident that both the global and the Finnish population demographics are undergoing drastic changes, due to globalization and the disruption of populations through international mass migrations. These migrations have resulted in an increase of prejudices, racism and hate crimes towards foreigners. Diversophy New Horizons, a cultural teaching tool utilizing gamification as its teaching method, provides a local (approaching national) initiative to tackling these issues.
The exploratory study conducted by two International Business degree students, investigated New Horizons to identify the game experiences, and the effect it has on players. The research also aimed to identify if New Horizons is successful in reaching its intended goals. The research was implemented utilizing a mixed methods approach, implementing qualitative and quantitative data collection to allow for triangulation of data, and potentially richer data. Data was collected through a survey and focus group interviews. The data analysis employed coding of data and other analysis methods based on appropriate literature.
The study was successful in answering all research questions. The research team discovered that gamification was a successful learning tool, as it evoked conversation and made the learning experience enjoyable. It was also concluded that New Horizons worked in creating connections between players and was successful in its goals. The team also provided deeper insight and analysis of the results in the discussion, evaluated the success of the entire research and examined its limitations. Finally, the team proposed topics for further research.
The exploratory study conducted by two International Business degree students, investigated New Horizons to identify the game experiences, and the effect it has on players. The research also aimed to identify if New Horizons is successful in reaching its intended goals. The research was implemented utilizing a mixed methods approach, implementing qualitative and quantitative data collection to allow for triangulation of data, and potentially richer data. Data was collected through a survey and focus group interviews. The data analysis employed coding of data and other analysis methods based on appropriate literature.
The study was successful in answering all research questions. The research team discovered that gamification was a successful learning tool, as it evoked conversation and made the learning experience enjoyable. It was also concluded that New Horizons worked in creating connections between players and was successful in its goals. The team also provided deeper insight and analysis of the results in the discussion, evaluated the success of the entire research and examined its limitations. Finally, the team proposed topics for further research.