Designing a Comprehensive Model for Evaluating the Effectiveness of Gamification Projects in Online Environment
Subject Areas : Infomartion Technologymohsen rahbari 1 , neda soleymani 2 , mohammad soltanifar 3 , ataollah abtahi 4 , afsane zamanie moghaddam 5
1 - دانشجوی دکتری مدیریت رسانهای، گروه مدیریت رسانهای، دانشکده مدیریت و اقتصاد، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران
2 - Assistant Professor, Department of Social Communication Sciences, Faculty of Humanities and Education, Tabriz Branch, Islamic Azad University, Tabriz, Iran
3 - Associate Professor, Department of Social Communication Sciences, Faculty of Literature, Humanities and Social Sciences, Science and Research Unit, Islamic Azad University, Tehran, Iran
4 - Assistant Professor, Department of Media Management, Faculty of Management and Economics, Science and Research Branch, Islamic Azad University, Tehran, Iran
5 - Associate Professor, Department of Educational Management, Faculty of Management and Economics, Science and Research Branch, Islamic Azad University, Tehran, Iran
Keywords: effectiveness, motivation, Gamification, User Experience, Behavioral changes,
Abstract :
The increasing use of communication technologies and the impact that it has on the culture, way of thinking and practice and style of activity. has also faced important changes in the educational system. Due to the increasing growth of gaming or gamification with different functions and in online environments, especially in educational and online education, as well as the importance and necessity of effectiveness evaluation processes as one of the most important and necessary control activities, it is necessary to developers measure the success or effectiveness of their gamification plans. Since the dimensions, components and indicators of gamification effectiveness have not been identified in general and there is no comprehensive model in this field, this research while identifying the desired dimensions and variables through the Delphi method in four rounds and Targeted sampling provides a comprehensive model for evaluating the effectiveness of gamification. The results show that the effectiveness of gamification is affected by three main dimensions called user experience (with eight variables), behavioral changes and user achievements (with five variables) and motivation (with one variable). In addition to providing a comprehensive and new model, the present study examines and evaluates the role of new variables for the first time.
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