Gamification and Xenophobia
收藏Mendeley Data2026-04-18 收录
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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.
创建时间:
2025-03-21



