Gamification and Xenophobia
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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.
本数据集采用创新性实验方法,收录了一项聚焦高等教育学生群体伊斯兰恐惧症(Islamophobia)与跨文化胜任力(intercultural competence)的研究成果。该研究通过一款受经典桌游启发、包含六项文化主题挑战的游戏化学习干预(gamified learning intervention)方案开展。 研究共招募325名修读跨文化相关课程的大学生,在干预前后分别施测问卷,以评估其知识储备、学习偏好与跨文化态度。同时纳入由45名采用传统讲授式教学模式(lecture-based format)的学生组成的对照组(control group),用于检验该游戏化教学方法的有效性与可复制性。




