اولویتبندی و سنجش اهمیت متغیرهای تعیین کننده اثربخشی گیمیفیکیشن با کاربرد در آموزش آنلاین
الموضوعات :محسن رهبری 1 , ندا سلیمانی 2 , محمد سلطانی فر 3 , عطاء اله ابطحی 4 , افسانه زمانی مقدم 5
1 - دانشجوی دکتری مدیریت رسانهای، گروه مدیریت رسانهای، دانشکده مدیریت و اقتصاد، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران
2 - استادیار گروه علوم ارتباطات اجتماعی، دانشکده علوم انسانی و تربیتی، واحد تبریز، دانشگاه آزاد اسلامی، تبریز، ایران
3 - گروه ارتباطات،دانشکده مدیریت،دانشگاه آزاد واحدعلوم وتحقیقات ،تهران،ایران
4 - استادیار گروه مدیریت رسانهای، دانشکده مدیریت و اقتصاد، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران
5 - عضو هیات علمی
الکلمات المفتاحية: اثربخشی, انگیزش, تجربه کاربر, تغییرات رفتاری, گیمیفیکیشن,
ملخص المقالة :
با توجه به رشد روزافزون گیمیفیکیشن در محیطهای آنلاین به ویژه در آموزش آنلاین و همچنین اهمیت و ضرورت تسلط کامل بر فعالیتهای ارزیابی اثربخشی به عنوان یکی از مهمترین و ضروریترین فعالیتهای کنترلی، این پژوهش با هدف رتبهبندی و شناخت میزان اهمیت عوامل تعیین کننده اثربخشی گیمیفیکیشن و با در نظر گرفتن مدلی جامع شامل ابعاد و متغیرهای متعدد، طی یک پیمایش میدانی، ابعاد و متغیرهای مدل اثربخشی گیمیفیکیشن را اولویتبندی کرده است. ابزار گردآوری اطلاعات پرسشنامه باساختار و توزیع شده به روش نمونهگیری تصادفی ساده در میان کاربران یک گیمفیکیشن بوده و آزمونهای روایی و پایایی متعددی (از جمله آلفای کرونباخ، پایایی مرکب و روایی همگرا) بر روی آن اعمال شده است. نتایج نشان داد در بین ابعاد اثربخشی گیمیفیکیشن، بُعد تغییرات رفتاری و دستاوردهای کاربر در رتبه اول اهمیت یا اولویت، بُعد تجربه کاربر در رتبه دوم و انگیزش در رتبه آخر قرار دارد. در بُعد تجربه کاربر، متغیر تجربیات کلی و رضایتمندی در رتبه اول و همخوانی و تطابق با کاربر در رتبه آخر قرار دارد. همچنین در بُعد تغییرات رفتاری و دستاوردها نیز متغیر درگیری کاربر در رتبه اول و نگرش در رتبه آخر قرار دارد.
Ab. Rahman. R., Ahmad, S., and Hashim, U.R., (2018), "The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia", International Journal of Educational Technology in Higher Education, 15(41), 1-16.
Ahmadi, Fazlollah., Nasiriani, Khadijeh and Abazari, Parvaneh (2008), "Delphi technique as a tool in research", Journal of Education in Medical Sciences, 8(1), 175-185. [In Persian].
Brito. R.D.S., Pinochet. L.H.C., Lopes. E.L. and Oliveira. M.A.de., (2018), "Development of a gamification characteristics measurement scale for mobile application users", Review of International Business, São Paulo, 13(1), 1-16.
Fishbein, M. and Ajzen, I. (1975), "Belief, attitude, intention and behavior: An introduction to theory and research". Addison-wesley. Publishing company, USA.
Fitz-Walter, Z., Tjondronegoro, D. and Wyeth., p., (2015), "Investigating the Design of Effective Gamification Experiences for Mobile Applications and Devices", a Thesis Written under the supervision of Dian Tjondronegoro and Peta Wyeth from Science and Engineering Faculty Queensland University of Technology, Ph.D thesis.
Hamari. J., (2013), “Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service”, Electronic Commerce Research and Applications, 12(4), 236-245.
Hamari, J., Koivisto, J., & Harri, S. (2014). "Does Gamification Work? - A Literature Review of Empirical Studies on Gamification.", 47th Hawaii International Conference on System Sciences, Waikoloa, 6-9Jan. IEEE. 3025-3034.
Hamed, H. m., (2017), "Investigating the Effectiveness of Applying Gamification on Tourism Websites from the Customers’ Perspective: An Exploratory Study", European Journal of Hospitality and Tourism Research, 5(4), 1-27.
Kim, B. (2015). "Understanding gamification". Library Technology Reports, 51(2), 1-37.
Kumar, J. M., & Herger, M. (2013). "Gamification at Work: Designing Engaging Business Software". Aarhus: Interaction Design, 528-537. DOI: 10.1007/978-3-642-39241-2_58.
Lallemand, C., Gronier, G., & Koenig, V. (2015). "User experience: A concept without consensus? Exploring practitioners’ perspectives through an international survey", Computers in Human Behaviour , 43, 35-48.
Landsell., J. and Hägglund, E., (2016), "Towards a Gamification Framework: Limitations and opportunities when gamifying business processes", Institutionen för informatik, SPB 2016.01.
Oghuma, A. P., Libaque-Saenz, C. F., Wong, S. F., & Chang, Y. (2016). "Na expectation-confirmation model of continuance intention to use mobile instant messaging". Telematics and Informatics, 33(1), 34-47.
Osipov, Ilya., Volinsky, Alex A., Nikulchev, Evgeny. Prasikova, Anna Y., (2015), "Study of Gamification Effectiveness in Online e-Learning Systems", International Journal of Advanced Computer Science and Applications, 6(2), 10-24.
Rahbari, M., Soleymani, N., Soltanifar, M., Abtahi, A., and ZamaniMoghadam, A., (2021), "Designing a Comprehensive Model for Assessing Effectiveness of Gamification in Online Environment", a Thesis Written in the Management and Economic Faculty of Science and research Branch of Islamic Azad University, Tehran, Iran, Ph.D thesis. [In Persian].
Sadati Baladehi, M., Newsha, B., Esteki, M., (2019). "Comparison of the effectiveness of computer games with traditional Iranian games on critical thinking of students with mathematical disabilities". Journal of Information and Communication Technology in Educational Sciences, 10, 1(37) consecutive)), 47-62. [In Persian].
Seaborn, K. and Fels, D.I. (2015), "Gamification in theory and action: A survey". International Journal of Human-Computer Studies, 74, 14-31.
Sigala. M., (2015), "The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware", The International Journal on Networked Business, ISSN 1019-6781, 25(3), 189-209.
Zichermann, G., & Linder, J. (2013). "The Gamification Revolution". Mc Graw Hill Education.
_||_Ab. Rahman. R., Ahmad, S., and Hashim, U.R., (2018), "The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia", International Journal of Educational Technology in Higher Education, 15(41), 1-16.
Ahmadi, Fazlollah., Nasiriani, Khadijeh and Abazari, Parvaneh (2008), "Delphi technique as a tool in research", Journal of Education in Medical Sciences, 8(1), 175-185. [In Persian].
Brito. R.D.S., Pinochet. L.H.C., Lopes. E.L. and Oliveira. M.A.de., (2018), "Development of a gamification characteristics measurement scale for mobile application users", Review of International Business, São Paulo, 13(1), 1-16.
Fishbein, M. and Ajzen, I. (1975), "Belief, attitude, intention and behavior: An introduction to theory and research". Addison-wesley. Publishing company, USA.
Fitz-Walter, Z., Tjondronegoro, D. and Wyeth., p., (2015), "Investigating the Design of Effective Gamification Experiences for Mobile Applications and Devices", a Thesis Written under the supervision of Dian Tjondronegoro and Peta Wyeth from Science and Engineering Faculty Queensland University of Technology, Ph.D thesis.
Hamari. J., (2013), “Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service”, Electronic Commerce Research and Applications, 12(4), 236-245.
Hamari, J., Koivisto, J., & Harri, S. (2014). "Does Gamification Work? - A Literature Review of Empirical Studies on Gamification.", 47th Hawaii International Conference on System Sciences, Waikoloa, 6-9Jan. IEEE. 3025-3034.
Hamed, H. m., (2017), "Investigating the Effectiveness of Applying Gamification on Tourism Websites from the Customers’ Perspective: An Exploratory Study", European Journal of Hospitality and Tourism Research, 5(4), 1-27.
Kim, B. (2015). "Understanding gamification". Library Technology Reports, 51(2), 1-37.
Kumar, J. M., & Herger, M. (2013). "Gamification at Work: Designing Engaging Business Software". Aarhus: Interaction Design, 528-537. DOI: 10.1007/978-3-642-39241-2_58.
Lallemand, C., Gronier, G., & Koenig, V. (2015). "User experience: A concept without consensus? Exploring practitioners’ perspectives through an international survey", Computers in Human Behaviour , 43, 35-48.
Landsell., J. and Hägglund, E., (2016), "Towards a Gamification Framework: Limitations and opportunities when gamifying business processes", Institutionen för informatik, SPB 2016.01.
Oghuma, A. P., Libaque-Saenz, C. F., Wong, S. F., & Chang, Y. (2016). "Na expectation-confirmation model of continuance intention to use mobile instant messaging". Telematics and Informatics, 33(1), 34-47.
Osipov, Ilya., Volinsky, Alex A., Nikulchev, Evgeny. Prasikova, Anna Y., (2015), "Study of Gamification Effectiveness in Online e-Learning Systems", International Journal of Advanced Computer Science and Applications, 6(2), 10-24.
Rahbari, M., Soleymani, N., Soltanifar, M., Abtahi, A., and ZamaniMoghadam, A., (2021), "Designing a Comprehensive Model for Assessing Effectiveness of Gamification in Online Environment", a Thesis Written in the Management and Economic Faculty of Science and research Branch of Islamic Azad University, Tehran, Iran, Ph.D thesis. [In Persian].
Sadati Baladehi, M., Newsha, B., Esteki, M., (2019). "Comparison of the effectiveness of computer games with traditional Iranian games on critical thinking of students with mathematical disabilities". Journal of Information and Communication Technology in Educational Sciences, 10, 1(37) consecutive)), 47-62. [In Persian].
Seaborn, K. and Fels, D.I. (2015), "Gamification in theory and action: A survey". International Journal of Human-Computer Studies, 74, 14-31.
Sigala. M., (2015), "The application and impact of gamification funware on trip planning and experiences: the case of TripAdvisor’s funware", The International Journal on Networked Business, ISSN 1019-6781, 25(3), 189-209.
Zichermann, G., & Linder, J. (2013). "The Gamification Revolution". Mc Graw Hill Education.