اثر یادگیری جاذبههای گردشگری از طریق بازیوار سازی(مورد مطالعه: کودکان دبستانی شهر تبریز)
محورهای موضوعی : آموزش و پرورشیزدان شیرمحمدی 1 , ایرج چوبدار 2 , آمنه کمالی سروستانی 3
1 - دانشیار، گروه مدیریت بازرگانی، دانشگاه پیام نور، تهران، ایران، صندوق پستی-4697- 19394
2 - کارشناس ارشد مدیریت جهانگردی،دانشگاه پیام نور، تهران، ایران
3 - دانشجوی کارشناسی ارشد زمین شناسی زیست محیطی، دانشکده علوم زمین، دانشگاه صنعتی شاهرود، شاهرود، ایران.
کلید واژه: آموزش, گردشگری, برند, کودکان, بازیوارسازی,
چکیده مقاله :
مقدمه و هدف: روشهای آموزشی متداول به دلیل تحولات و پیشرفتهای علمی و تکنولوؤیکی عصر حاضر و افزایش آگاهی عمومی و ضریب هوشی کودکان و نوجوانان دیگر پاسخگوی آموزش مؤثر و قابل جذب برای مخاطبان نیست بنابر این استفاده از تکنولوژیهای نوینی که از راهکارهای جدید استفاده نمایند بسیار ضروری به نظر میرسید. روش شناسی پژوهش: در این تحقیق به بررسی یکی از روشهای نوین آموزشی عصر حاضر در آموزش جاذبهها و برند مقاصد گردشگری و با استفاده از تکنیکهای بازیوارسازی و طراحی بازیهای کمک آموزشی جذاب با جاذبههای بصری و دیگر مزایای بازی مانند(انگیزه، رضایت، درگیری و تعامل و ...) به کودکان و نوجوانان پرداخته شده. است. محاسبات آماری پژوهش حاضر از طریق روش تحلیل عاملی اکتشافی و بررسی فرضیههای آن بر اساس روش تحلیل مسیر و نرم افزارهای مربوطه انجام گردیده، جامعه آماری آن از میان 384 معلمان مربیان و خبرگان آموزشی و با استفاده از مصاحبه و پرسشنامه انتخاب شده و برای تعیین اعتبار محتوایی و روایی پرسشنامه و نتایج مصاحبهها نیز ضمن استفاده از خود مربیان مدارس در تفهیم و ثبت پاسخ مخاطبان استفاده گردیده همچنین از نظر خبرگان و متخصصین گردشگری و پژوهشگران نظامهای آموزشی نیز استفاده شده است. تجزیه و تحلیل دادهها نیز با استفاده از نرم افزار SPSS 26 انجام گرفت. بحث و نتیجه گیری: نتایج این پژوهش نشان داد که مابین آموزش از طریق بازیوار سازی و فاکتورهای تأثبر گذار بر آن مانند انتظار عملکرد، امید به تلاش، نفوذ اجتماعی و تسهیل شرایط در راستای آموزش مفاهیم و جاذبههای گردشگری منتج به آگاهی از برند و در نهایت طنین برند اثر مثبت و معنیداری وجود داشت و بازیهای کامپیوتری سطح یادگیری کودکان را تا حد قابل توجهی افزایش داده و به عنوان یک عنصر حیاتی، در پیشبرد اهداف آموزشی و یادگیری و رشد شناختی و اجتماعی کودکان، به ویژه آموزش مفاهیم، جاذبهها و برند مقصد شهر گردشگری بیش از اطلاعات بدست آمده از روخوانی و تکالیف درسی آنان تأثیر گذار بود.
Introduction: The common educational methods are no longer considered to be an effective and attractive education for the audience due to the scientific and technological developments of the current era and the increase in general awareness and IQ of children and adolescents; therefore, using new technologies that exert new strategies seems very necessary. research methodology: In this research, one of the modern educational methods of the present era in the training of attractions and brands of tourist destinations by using techniques of gamification and designing attractive educational games with visual attractions and other game benefits such as motivation, satisfaction, conflict, and interaction, etc. for children and adolescents have been discussed. The statistical calculations of the present study were done through the exploratory factor analysis method, and its hypotheses were examined based on the path analysis method and related software. Its statistical population was selected among 384 teachers, trainers, and educational experts in Tabriz city using interviews and questionnaires, and to determine the content validity and validity of the questionnaires and the results of the interviews, the school trainers themselves were employed to understand and record the responses of the subjects. The opinions of tourism experts and researchers of educational systems have also been used. The data were analyzed using SPSS 26 software. Findings and Conclusion: The results of this study indicated that there was a positive and significant effect between education through gamification and factors affecting it such as performance expectancy, hope for effort, social influence, and facilitating conditions in line with the education of tourism concepts and attractions, resulting in brand awareness and ultimately brand resonance. Also, computer games significantly increased children's learning level and as a vital element, they were more effective in advancing the educational goals and learning and cognitive and social development of children, especially teaching the concepts, attractions, and brand of the tourist city destination than the information obtained from reading and their homework assignments.
_||_
References
Abou-Shouk, M. (2012). Investigating E-commerce Adoption in Small and medium-sized tourism enterprises: A Case of travel Agents in Egypt. (PhD), School of tourism and hospitality. UK: Plymouth University. http://hdl.handle.net/10026.1/1231.
Abou-Shouk, M. (2012). Investigating E-commerce Adoption in Small and medium-sized tourism enterprises: A Case of travel Agents in Egypt. (PhD), School of tourism and hospitality. UK: Plymouth University. http://hdl.handle.net/10026.1/1231.
Abou-Shouk, M. A., Zoair, N. I., & Abdelhakim, A. S. (2019, July). Exploring the factors predicting M-commerce applications’ adoption in tourism and hospitality: evidence from travel agencies, hotels and archaeological sites. In 9th Advances in Hospitality and Tourism Marketing and Management Conference, Portsmouth (pp. 132-147).
Abou-Shouk, M., & Soliman, M. (2021). The impact of gamification adoption intention on brand awareness and loyalty in tourism: The mediating effect of customer engagement. Journal of Destination Marketing & Management, 20, 100559.
Abou-Shouk, M., Lim, W., & Megicks, P. (2016). Using competing models to evaluate the role of environmental pressures in ecommerce adoption by small and medium sized travel agents in a developing country. Tourism Management, 52, 327–339. https:// doi.org/10.1016/j.tourman.2015.07.007
Abou-Shouk, M., Tamam, M., & Hewedi, M. (2019a). Adopting cooperative marketing strategy by tourism service providers: Comparing perceptions of travel agencies and hotels. In Paper presented at the 9th advances in hospitality and tourism marketing and management conference (Portsmouth, UK).
Abou-Shouk, M., Tamam, M., & Hewedi, M. (2019a). Adopting cooperative marketing strategy by tourism service providers: Comparing perceptions of travel agencies and hotels. In Paper presented at the 9th advances in hospitality and tourism marketing and management conference (Portsmouth, UK).
Abou-Shouk, M., Zoair, N., & Abdelhakim, A. (2019b). Exploring the factors predicting M-commerce applications’ adoption in tourism and hospitality: Evidence from travel agencies, hotels and archaeological sites. In Paper presented at the 9th advances in hospitality and tourism marketing and management conference (Portsmouth, UK)
Aebli, A. (2019). Tourists’ motives for gamified technology use. Annals of Tourism Research, 78, 102753. https://doi.org/10.1016/j.annals.2019.102753
Alankus, G., Lazar, A., May, M., & Kelleher, C. (2010, April). Towards customizable games for stroke rehabilitation. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 2113-2122).
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https:// doi.org/10.1108/IJILT-02-2017-0009.
Assaf, T. (2010). The place of traditional games in PE: socio-historical analysis from 1891 to the present day; the case of Gironde (Doctoral dissertation, Bordeaux 2). Available:http://www.theses.fr/2010BOR21708 (current May 2019).
Baghaei, N., Casey, J., Nandigam, D., Sarrafzadeh, A., & Maddison, R. (2017). Engaging Children in Diabetes Education through Mobile Games. International Association for Development of the Information Society.
Baghaei, N., Nandigam, D., Casey, J., Direito, A., & Maddison, R. (2016). Diabetic Mario: Designing and evaluating mobile games for diabetes education. Games for health journal, 5(4), 270-278.
Baranowski, T., Blumberg, F., Buday, R., DeSmet, A., Fiellin, L. E., Green, C. S., ... & Young, K. Games for health for children-current status and needed research. Games Health J. 2016 Feb; 5 (1): 1–12. doi: 10.1089/g4h. 2015.0026.
Bartoli, E., Elmi, B., Bartoli, E., & Smorti, A. (2018). Gamification in tourism. Psychology and Behavioral Science International Journal, 8(3), 555740. https://doi.org/ 10.19080/PBSIJ.2018.08.555740
Berkovsky, S., Freyne, J., Coombe, M., Bhandari, D., Baghaei, N., & Kimani, S. (2010). Exercise and play: earn in the physical, spend in the virtual. International Journal of Cognitive Technology, 15(1), 22-31.
Buhalis, D. (2019). Technology in tourism-from information communication technologies to eTourism and smart tourism towards ambient intelligence tourism: A perspective article. Tourism Review, 75(1), 267–272. https://doi.org/10.1108/TR- 06-2019-0258
Buhalis, D. (2019). Technology in tourism-from information communication technologies to eTourism and smart tourism towards ambient intelligence tourism: A perspective article. Tourism Review, 75(1), 267–272. https://doi.org/10.1108/TR- 06-2019-0258
Buhalis, D. (2019). Technology in tourism-from information communication technologies to eTourism and smart tourism towards ambient intelligence tourism: A perspective article. Tourism Review, 75(1), 267–272. https://doi.org/10.1108/TR- 06-2019-0258
Buhalis, D., & Sinarta, Y. (2019). Real-time co-creation and nowness service: Lessons from tourism and hospitality. Journal of Travel & Tourism Marketing, 36(5), 563–582. https://doi.org/10.1080/10548408.2019.1592059
Buhalis, D., Harwood, T., Bogicevic, V., Viglia, G., Beldona, S., & Hofacker, C. (2019). Technological disruptions in services: Lessons from tourism and hospitality. Journal of Service Management, 30(4), 484–506. https://doi.org/10.1108/JOSM-12-2018-0398
Bulencer, P., & Egger, R. (2015). Gamification in tourism, designing memorable experiences.Norderstedt: BoD - Books on Demand GmbH.
Chen, G., Baghaei, N., Sarrafzadeh, A., Manford, C., Marshall, S., & Court, G. (2011, November). Designing games to educate diabetic children. In Proceedings of the 23rd Australian Computer-Human Interaction Conference (pp. 72-75).
Chittaro, L., & Buttussi, F. (2019). Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain. International Journal of Human- Computer Studies, 127, 112–123. https://doi.org/10.1016/j.ijhcs.2018.07.006
Clark, D. B., Tanner-Smith, E., Hostetler, A., Fradkin, A., & Polikov, V. (2018). Substantial integration of typical educational games into extended curricula. Journal of the Learning Sciences, 27(2), 265-318.
Coghlan, A., & Carter, L. (2020). Serious games as interpretive tools in complex natural tourist attractions. Journal of Hospitality and Tourism Management, 42, 258–265. https://doi.org/10.1016/j.jhtm.2020.01.010
Consolvo, S., Everitt, K., Smith, I., & Landay, J. A. (2006, April). Design requirements for technologies that encourage physical activity. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 457-466).
Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), 1-11.
Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), 1-11.
Csikszentmihalyi, M., & Csikzentmihaly, M. (1990). Flow: The psychology of optimal experience (Vol. 1990). New York: Harper & Row.
Davis, F., Bagozzi, R., & Warshaw, P. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982–1003. https://doi.org/10.1287/mnsc.35.8.982
De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74-84.
Dehaene, S. (2018). Cognitive foundations of learning in school-aged children. Collège de France. Available: https://www.college-de-france.fr/site/en-stanislas-dehaene/course-2014-2015.htm. (current May 2019)
De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & education, 75, 82-91.
Denny, P. (2015, February). Generating practice questions as a preparation strategy for introductory programming exams. In Proceedings of the 46th ACM Technical Symposium on Computer Science Education (pp. 278-283).
Dessart, L., & Pitardi, V. (2019). How stories generate consumer engagement: An exploratory study. Journal of Business Research, 104, 183–195. https://doi.org/ 10.1016/j.jbusres.2019.06.045
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. New York, NY, USA: ACM Press.
Dickey, M. D. (2003, April). An investigation of computer gaming strategies for engaged learning. In annual meeting of the American Educational Research Association. Chicago, IL.
Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of applied educational technology, 4(1), 21-31.
Eisingerich, A. B., Marchand, A., Fritze, M. P., & Dong, L. (2019). Hook vs. hope: How to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200-215.
Eisingerich, A., Marchand, A., Fritze, M., & Dong, L. (2019). Hook vs. hope: How to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200–215. https://doi.org/10.1016/j. ijresmar.2019.02.003
Eisingerich, A., Marchand, A., Fritze, M., & Dong, L. (2019). Hook vs. hope: How to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200–215. https://doi.org/10.1016/j. ijresmar.2019.02.003
Farbad, Ebrahim (2013) Structural equation modeling in questionnaire data using Amos22 software. Tehran: Mehrgan Qalam Publications )In Persian)
Fernandes, T., & Esteves, F. (2016). Customer engagement and loyalty: A comparative study between service contexts. Services Marketing Quarterly, 37(2), 125–139. https://doi.org/10.1080/15332969.2016.1154744
Fisch, S. M. (2005, June). Making educational computer games" educational". In Proceedings of the 2005 conference on Interaction design and children (pp. 56-61).
Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., & Levine, J. (2008). NEAT-o-Games: blending physical activity and fun in the daily routine. Computers in Entertainment (CIE), 6(2), 1-22.
Ghasemi, Vahid. (2012). Structural equation modeling in social research. Tehran: Sociologists Publications. (In Persian)
Gooch, D., Vasalou, A., Benton, L., & Khaled, R. (2016, May). Using gamification to motivate students with dyslexia. In Proceedings of the 2016 CHI Conference on human factors in computing systems (pp. 969-980).
Halim, I., Casey, J., & Baghaei, N. (2018). Designing a virtual reality flight simulator. 26th International Conference on Computers in Education (ICCE 2018) (Manila, Philippines, 2018).
Hamari, J. (2015). Gamification-motivations & effects.
Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of gamification. Computers in human behavior, 71, 469-478.
Harwood, T., & Garry, T. (2015). An investigation into gamification as a customer engagement experience environment. Journal of Services Marketing, 29(6/7), 533–546. https://doi.org/10.1108/JSM-01-2015-0045
Hassan, L., Dias, A., & Hamari, J. (2019). How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking. International Journal of Information Management, 46, 151–162. https:// doi.org/10.1016/j.ijinfomgt.2018.12.004
Hinds, M., Baghaei, N., Ragon, P., Lambert, J., Dajakaruna, T., Houghton, T., ... & Casey, J. (2017). Designing a novel educational game for teaching C# programming.
Hollebeek, L., & Macky, K. (2019). Digital content marketing’s role in fostering consumer engagement, trust, and value: Framework, fundamental propositions, and implications. Journal of Interactive Marketing, 45. https://doi.org/10.1016/j. intmar.2018.07.003, 27-4.
Hollebeek, L., Glynn, M., & Brodie, R. (2014). Consumer brand engagement in social media: Conceptualization, scale development and validation. Journal of Interactive Marketing, 28(2), 149–165. https://doi.org/10.1016/j.intmar.2013.12.002
Hsu, C., & Chen, M. (2018). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting and Social Change, 132, 118–129. https://doi.org/10.1016/j.techfore.2018.01.023
Huerta-Alvarez, R., Cambra-Fierro, J., & Fuentes-Blasco, M. (2020). The interplay between social media communication, brand equity and brand engagement in tourist destinations: An analysis in an emerging economy. Journal of Destination Marketing & Management, 16, 100413. https://doi.org/10.1016/j.jdmm.2020.100413
Hwang, J., & Choi, L. (2020). Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty. Journal of Business Research, 106, 365–376. https://doi.org/10.1016/j.jbusres.2019.01.031
Jang, S., Kitchen, P., & Kim, J. (2018). The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research, 92, 250–259. https://doi.org/ 10.1016/j.jbusres.2018.07.056
Jang, S., Kitchen, P., & Kim, J. (2018). The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research, 92, 250–259. https://doi.org/ 10.1016/j.jbusres.2018.07.056
Keshavarz, Youssef (2013) Structural equation modeling (using AMOS) Mehraban book publications, first edition In (Persian)
Kim, S., Choe, J., & Petrick, J. (2018). The effect of celebrity on brand awareness, perceived quality, brand image, brand loyalty, and destination attachment to a literary festival. Journal of Destination Marketing & Management, 9, 320–329. https:// doi.org/10.1016/j.jdmm.2018.03.006
Liu, C., Wang, Y., Huang, W., & Tang, W.-C. (2019). Festival gamification: Conceptualization and scale development. Tourism Management, 74, 370–381. https://doi.org/10.1016/j.tourman.2019.04.005
Liu, C., Wang, Y., Huang, W., & Tang, W.-C. (2019). Festival gamification: Conceptualization and scale development. Tourism Management, 74, 370–381. https://doi.org/10.1016/j.tourman.2019.04.005
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5(4), 333-369.
Marcucci, E., Gatta, V., & Le Pira, M. (2018). Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport. Transportation Research Part A: Policy and Practice, 118, 119–132. https://doi.org/ 10.1016/j.tra.2018.08.028
Marshall, C. (2017). Montessori education: A review of the evidence base. npj Science of Learning, 2(1), 11.
Mathew, V., & Soliman, M. (2021). Does digital content marketing affect tourism consumer behavior? An extension of t echnology acceptance model. Journal of Consumer Behaviour, 20(1), 61-75.
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning. A review of the literature.
Nehring, N., Baghaei, N., & Dacey, S. (2018). Improving students’ performance through gamification: a user study.
Piaget, J. (2013). Play, dreams and imitation in childhood. Routledge. New York: W. W. Norton & Company. (1952)
Pinelle, D., Wong, N., & Stach, T. (2008, April). Heuristic evaluation for games: usability principles for video game design. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 1453-1462).
Prensky, M. (2001). Fun, play and games: What makes games engaging? Digital game-based learning, 5(1), 5-31.
Provost, J. A. (1990). Work, play, and type: Achieving balance in your life. Davies-Black Publishing.
Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C., & Cena, F. (2019). Strengthening gamification studies: Current trends and future opportunities of gamification research. International Journal of Human-Computer Studies, 127, 1–6. https://doi.org/ 10.1016/j.ijhcs.2018.11.007
Rasool, A., Shah, F., & Islam, J. (2020). Customer engagement in the digital age: A review and research agenda. Current Opinion in Psychology, 36, 96–100. https://doi. org/10.1016/j.copsyc.2020.05.003
Rasool, A., Shah, F., & Islam, J. (2020). Customer engagement in the digital age: A review and research agenda. Current Opinion in Psychology, 36, 96–100. https://doi. org/10.1016/j.copsyc.2020.05.003
Rather, R., & Camilleri, M. (2019). The effects of service quality and consumer-brand value congruity on hospitality brand loyalty. Anatolia, 30(4), 547–559. https://doi. org/10.1080/13032917.2019.1650289
Rather, R., & Camilleri, M. (2019). The effects of service quality and consumer-brand value congruity on hospitality brand loyalty. Anatolia, 30(4), 547–559. https://doi. org/10.1080/13032917.2019.1650289
Reddy, L. (2018). Persuasion via gamification: mobile applications for supporting positive behaviour for learning (PB4L) pedagogy (Master's thesis).
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2016). Game on: Engaging customers and employees through gamification. Business horizons, 59(1), 29-36.
Rodrigues, L., Oliveira, A., & Rodrigues, H. (2019). Main gamification concepts: A systematic mapping study. Heliyon, 5(7). https://doi.org/10.1016/j.heliyon.2019. e01993, 1-13, e01993.
Rogoff, B. (1990). Apprenticeship in thinking: Cognitive development in social context. Oxford university press.
Rustina, Y., Krianto, T., & Ayubi, D. (2018). Developing a health education game for preschoolers: What should we consider?. Enfermería Clínica, 28, 1-4.
S´anchez-Mena, A., & Martí-Parren˜o, J. (2017). Drivers and barriers to adopting gamification: Teachers’ perspectives. Electronic Journal of E-Learning, 15(5), 434–443. http://hdl.handle.net/11268/6683.
S´anchez-Mena, A., & Martí-Parren˜o, J. (2017). Drivers and barriers to adopting gamification: Teachers’ perspectives. Electronic Journal of E-Learning, 15(5), 434–443. http://hdl.handle.net/11268/6683.
Samala, N., Singh, S., Nukhu, R., & Khetarpal, M. (2019). Investigating the role of participation and customer-engagement with tourism brands (CETB) on social media. Academy of Marketing Studies Journal, 23, 1–16.
Shaw, N., & Sergueeva, K. (2019). The non-monetary benefits of mobil commerce: Extending UTAUT2 with perceived value. International Journal of Information Management, 45, 44–55. https://doi.org/10.1016/j.ijinfomgt.2018.10.024
Shen, Y., Choi, H., Joppe, M., & Yi, S. (2020). What motivates visitors to participate in a gamified trip? A player typology using Q methodology. Tourism Management, 78, 104074. https://doi.org/10.1016/j.tourman.2019.104074
Shen, Y., Choi, H., Joppe, M., & Yi, S. (2020). What motivates visitors to participate in a gamified trip? A player typology using Q methodology. Tourism Management, 78, 104074. https://doi.org/10.1016/j.tourman.2019.104074
Sheridan, M., Howard, J., & Alderson, D. (2010). Play in early childhood: From birth to six years. Routledge.
Shirmohammadi, Y., & Abyaran, P. (2019). The influence of spiritual experience on the brand of religious place. International journal of Tourism, Culture & Spirituality, 4(1), 33-55. doi: 10.22133/ijts.2019.95829
Shirmohammadi, Y., & Atri, N. (2021). The effect of traction factors and marketing drive factors on attracting older cultural tourists (Case study of European tourists). Tourism of Culture, 2(5), 49-60.
Shirmohammadi, Y., & Bostan Manesh, A. (2021). Factor recognition analysis on the performance of employees of service companies in the use of big data information technology. Science and Technology Policy Letters, 11(3), 24-43 (In Persian).
Shirmohammadi, Y., & Bostan Manesh, A. (2022). Designing a model for customers to buy from smart stores in the days of Corona with an emphasis on artificial intelligence. Business Intelligence Management Studies, 10(40), 233-263. doi: 10.22054/ims.2021.61125.1969 (In Persian).
Shirmohammadi, Y., & Mohammadi, A. (2022). The effect of augmented reality marketing on the behavior and experiences of tourists during the Quaid 19 epidemic (case study of the virtual tour application of the National Museum of Iran). Journal of Tourism Planning and Development, 11(41), 171-200. doi: 10.22080/jtpd.2022.22055.3610 (In Persian).
Shirmohammadi, Y., Abyaran, P. (2020). Brand Image of Mystical Spiritual Tours and Tourists’ Satisfaction and Quality of Life. International journal of Tourism, Culture & Spirituality, 4(2), 165-195.
Shokouhi-Moqhaddam, S., Khezri-Moghadam, N., Javanmard, Z., Sarmadi-Ansar, H., Aminaee, M., Shokouhi-Moqhaddam, M., & Zivari-Rahman, M. (2013). A study of the correlation between computer games and adolescent behavioral problems. Addiction & health, 5(1-2), 43.
Sigman, M., Peña, M., Goldin, A. P., & Ribeiro, S. (2014). Neuroscience and education: prime time to build the bridge. Nature neuroscience, 17(4), 497-502.
Venkatesh, V., Brown, S., Maruping, L., & Bala, H. (2008). Predicting different conceptualizations of system use: The competing roles of behavioral intention, facilitating conditions, and behavioral expectation. MIS Quarterly, 32(3), 483–502. https://doi.org/10.2307/25148853
Venkatesh, V., Morris, M., Davis, G., & Davis, F. (2003). User acceptance of information technology: Toward a unified view. MIS Quarterly, 27(3), 425–478. https://doi.org/ 10.2307/30036540
Venkatesh, V., Morris, M., Davis, G., & Davis, F. (2003). User acceptance of information technology: Toward a unified view. MIS Quarterly, 27(3), 425–478. https://doi.org/ 10.2307/30036540
Vivek, S., Beatty, S., & Morgan, R. (2012). Customer engagement: Exploring customer relationships beyond purchase. Journal of Marketing Theory and Practice, 20(2), 122–146. https://doi.org/10.2753/MTP1069-6679200201
Vivek, S., Beatty, S., & Morgan, R. (2012). Customer engagement: Exploring customer relationships beyond purchase. Journal of Marketing Theory and Practice, 20(2), 122–146. https://doi.org/10.2753/MTP1069-6679200201
Vygotsky, L. S., & Cole, M. (1978). Mind in society: Development of higher psychological processes. Harvard university press.
Walsh, D., Gentile, D., Walsh, E., & Bennett, N. (2008). 13th Annual Mediawise Video Game Report Card. Accessed on September, 7, 2009.
Whitten, P., Aulakh, B., Verma, K., Cross, B., Hsu, I. H., Stoner, J., ... & Davis, R. (2018). Gamifying Tobacco-Free Kids: Employing Medical Visualization and Games in Youth Anti-Tobacco Outreach. In D22. CUTTING EDGE RESEARCH IN SMOKING CESSATION AND E-CIGARETTES (pp. A6260-A6260). American Thoracic Society.
Wirtz, J., den Ambtman, A., Bloemer, J., Horva´th, C., Ramaseshan, B., van de Klundert, J., et al. (2013). Managing brands and customer engagement in online brand communities. Journal of Service Management, 24(3), 223–244. https://doi.org/ 10.1108/09564231311326978
Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210–221. https://doi.org/10.1016/j. ijinfomgt.2018.12.002
Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210–221. https://doi.org/10.1016/j. ijinfomgt.2018.12.002
Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210–221. https://doi.org/10.1016/j. ijinfomgt.2018.12.002
Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study in online brand communities. Journal of Business Research, 109, 449–460. https://doi.org/10.1016/j.jbusres.2019.11.058
Xu, F., Buhalis, D., & Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244–256. https://doi.org/10.1016/j.tourman.2016.11.020
Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as mobile gamers: Gamification for tourism marketing. Journal of Travel & Tourism Marketing, 33(8), 1124–1142. https://doi.org/10.1080/10548408.2015.1093999
Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as mobile gamers: gamification for tourism marketing. Journal of Travel & Tourism Marketing, 33(8), 1124-1142.
Yang, Y., Asaad, Y., & Dwivedi, Y. (2017). Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior, 73, 459–469. https://doi.org/10.1016/j.chb.2017.03.066
Yusoff, Z., Kamsin, A., Shamshirband, S., & Chronopoulos, A. T. (2018). A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy. Education and Information Technologies, 23(1), 393-418.
Zhu, Z. T., Yu, M. H., & Riezebos, P. (2016). A research framework of smart education. Smart learning environments, 3, 1-17.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. “O’Reilly