Gamification and Xenophobia

Published: 21 March 2025| Version 1 | DOI: 10.17632/gvmhn7znyg.1
Contributors:
Alfonso Corral,
,

Description

Using an innovative and experimental methodology, this data represents the results of a study focuses on Islamophobia and intercultural competence among higher education students through a gamified learning intervention featuring six culturally themed challenges inspired by classic board games. Pre- and post-intervention questionnaires were administered to 325 university students enrolled in interculturality-related courses to assess their knowledge, learning preferences, and intercultural attitudes. A control group of 45 students, who followed a traditional lecture-based format, was also included to evaluate the effectiveness and replicability of the game-based approach.

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Institutions

  • Universidad San Jorge

Categories

Intercultural Communication, Intercultural Competence, Intercultural Education, Arab World, Cultural Diversity, Gamification

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