AY2023 Center for Inclusive Leadership（CIL）
Research Project Grant
研究代表者

所属・職位

International college ofmanagement

氏名Research
Representative

Affiliation/Position

研究課題名
Research Title

Exploring gamification theory and practice for cultivating diversity and inclusion inclassrooms

研究メンバー
Research Group
Members

Name

Santiago ruiz navas

氏名

所属職位

Name

Affiliation

Position

Ackaradejruangsri Pajaree
Santiago Ruiz Navas

College of International
Management
College of International
Management

Associate Professor
Assistant professor

2023 年度 研究成果（研究経過・到達点を明確にご記入ください。800～1,000 字）AY2023 Research Results (Please state clearly the research progress, results, approx. 400 words.)
The project's main results are summarized in the following three points: outputs, recommendations, andfuture research suggestions.
Outputs: we presented our work at four international conferences and published in an international journal
 RMER conference 2022, Innsbruck, Austria: Exploring Gamification Theory and Practice forCultivating Diversity and Inclusion in Classrooms - Part 1: How Gamification is Used to Foster
Inclusive Teaching and Learning APU conference 2022 and 2023, Beppu, Oita: Exploring Gamification Theory and Practice forCultivating Diversity and Inclusion in Classrooms and A Scoping Review of Literature Reviews
About Gamification: Do Inclusive Teaching and Learning Gamification Literature Review Exists?
 ACEID 2024 Tokyo, Japan: The Evolution of Gamification and Inclusive Teaching and Learning: TheSystematic Literature Review
We published our research paper “Are there literature reviews about gamification to foster inclusive
Teaching? A scoping review of gamification literature reviews” at an international journal Frontiers inEducation, with a Scopus indexed:
Link to the paper: https://www.frontiersin.org/articles/10.3389/feduc.2024.1306298/fullRecommendations:
In our work, we made evident the potential benefit of using gamification to solve some of the issues ofInclusive Teaching. There is practical evidence that gamification can be used to foster Inclusive Teaching.
However, the evidence is not commonly reported in research, for example, in literature reviews. We
suggest researchers, professors, and practitioners report their efforts exploring the benefits ofgamification to support Inclusive Teaching and share their results. Furthermore, universities in charge offostering Inclusive Teaching look towards the power of fun to bring people together and improveengagement, incentivize and support its use to make their learning environments more inclusive, includingclasses and even faculty and staff development programs.
As future research: We proposed three paths for future research.
 Generate more literature reviews about gamification, its use, and its impact in more contexts andspecific areas. We reported there are themes in which we did not find literature reviews even for1



the central theme of education, for example, the use of gamification to foster IT, understanding theimpacts of gamified curriculums, and recompilation of best implementation practices to evaluate orimplement gamification in education, among others. There are even more opportunities inperipherical themes such as citizen science research and adaptative or tailored gamification.
Further research on the ethical implications of using gamification to modify behaviors andadaptative and tailored gamification. Technological advances such as Large Language Models andmachine learning algorithms to create recommendations tailored to users bring about social andethical risks with their implementations. Thus, we must consider managing these risks and using
these technologies to create gamified activities that positively impact people’s lives.
We suggest to actors interested in gamification to look beyond game elements and see how gamedesign elements support their objectives. Games research evolves quickly, revealing novel insights
into game elements such as mechanics, psychology, technology, and their combination. Therefore,
keeping up with game research can provide enriching insights for gamification practice; for example,
when looking for means to gamify your classroom, look at the present (what gamification research
reports) and at the possible future (what game designers are doing that could be helpful for yourobjectives).

2023 年度中の研究発表（予定を含めてご記入ください）
Research Publications in AY2023 (journal articles, conferences, etc.) (Please include future plans as well)
発表方法
詳細
Publication
Methods

Details
出版社／掲載誌・巻号
等

著書・論文名等
Title of Books or Articles

Name of Publisher /Name and Volume of Journal

刊行年月日
Date ofPublication

著書・論文等
Books or Articles

タイトル
Title

学会等
Presentation at anAcademicConference

Exploring Gamification Theory and Practice forCultivating Diversity and Inclusion inClassrooms - Part 1: How Gamification is
Used to Foster Inclusive Teaching andLearning1)Exploring gamification theory and practicefor cultivating diversity and inclusion inclassrooms and 2) A Scoping Review of
Literature Reviews About Gamification: doInclusive Teaching and Learning Gamification
Literature Review Exists?

2

学会名

発表年月日

Name of an Academic
Conference

Date ofPresentation

RRMER conference
2022

2022/09/27

APU conference 2022
and 2023

2022/12/03
2023/12/04

The Evolution of Gamification and Inclusive
Teaching and Learning: The Systematic
Literature Review

ACEID 2024

2024/03/24

その他
Others2023 年度 開催イベント（予定を含めてご記入ください）
Events in AY2023 (Please include future plans as well)

イベントタイトル

イベント詳細開催年月日

Title of Events

Event Description

Date of Event

イベント
Event3