Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


Peer Reviewed Journal via three different mandatory reviewing processes, since 2006, and, from September 2020, a fourth mandatory peer-editing has been added.

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Published by
The International Institute of Informatics and Cybernetics


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Academia.edu
(A Community of about 40.000.000 Academics)


Honorary Editorial Advisory Board's Chair
William Lesso (1931-2015)

Editor-in-Chief
Nagib C. Callaos


Sponsored by
The International Institute of
Informatics and Systemics

www.iiis.org
 

Editorial Advisory Board

Quality Assurance

Editors

Journal's Reviewers
Call for Special Articles
 

Description and Aims

Submission of Articles

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Information to Contributors

Editorial Peer Review Methodology

Integrating Reviewing Processes


How Does Logical Dynamics Assist Interdisciplinary Education and Research in Addressing Cognitive Challenges?
Mengqin Ning, Jiahong Guo
(pages: 1-6)

Inter-Corrective Meta-Dialogue on Constructive Impact of Trans-disciplinary Communication in Modern Education
Vinod Kumar Verma
(pages: 7-9)

Intergenerational Learning for Older and Younger Employees: What Should Be Done and Should Not?
Gita Aulia Nurani, Ya-Hui Lee
(pages: 10-15)

On the Ontological Notion of Education
Jeremy Horne
(pages: 16-24)

Research-Based Learning in Intergenerational Dialogue and Its Relationship to Education
Sonja Ehret
(pages: 25-29)

Role-Playing in Education: An Experiential Learning Framework for Collaborative Co-design
Cristo Leon, James Lipuma, Sirimuvva Pathikonda, Rafael Arturo Llaca Reyes
(pages: 30-38)

The Emergent Role of Artificial Intelligence as Tool in Conducting Academic Research
Bilquis Ferdousi
(pages: 39-46)

The Impact of Cybernetic Relationships Between Education and Work-Based Learning
Birgit Oberer, Alptekin Erkollar
(pages: 47-51)

The Notions of Education and Research
Nagib Callaos, Jeremy Horne
(pages: 52-62)

Towards Sustainable Legal Education Reform: Interdisciplinary and Transdisciplinary Approaches in Albania's Justice System
Adrian Leka, Brunilda Haxhiu
(pages: 63-67)

Transdisciplinary Research and the Gift Economy
Teresa Henkle Langness
(pages: 68-75)


 

Abstracts

 


ABSTRACT


What Do Deep Statistical Analysis on Gaming Motivation and Game Characteristics Clusters Reveal about Targeting Demographics when Designing Gamified Contents?

Alireza Tavakkoli, Donald Loffredo, Mark Ward Sr.


This paper presents the comprehensive results of the study of a cohort of college graduate and undergraduate students who participated in playing a Massively Multiplayer Online Role Playing Game (MMORPG) as a gameplay rich with social interaction as well as intellectual and aesthetic features. We present the full results of the study in the form of inferential statistics and a review of our descriptive statistics previously reported in [46]. Separate one-way independent-measures multivariate analysis of variance (MANOVA)’s were used to analyze the data from several instruments to determine if there were statistically significant differences first by gender, then by age group, and then by degree. Moreover, a one-way repeated-measures analysis of variance (ANOVA) was used to determine if there was a statistically significant difference between the clusters in the 5 gaming clusters on the Game Characteristic Survey. Follow-up paired samples t-tests were used to see if there was a statistically significant difference between each of the 10 possible combinations of paired clusters. Our results support the hypotheses and outline the features that may need to be taken into account in support of tailoring gamified educational content targeting a certain demographic. Sections 1, 2, and 3 below from our pervious study [46] are included because this is the second part of the two-part study.

[46] Tavakkoli, A., Loffredo, D., Ward, M., Sr. (2014). “Insights from Massively Multiplayer Online Role Playing Games to Enhance Gamification in Education”, Journal of Systemics, Cybernetics, and Informatics, 12(4), 66-78.

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