Prioritize and Assess the Importance of Variables that Determine the Effectiveness of Gamification with Application in Online Education
Subject Areas : Virtual Learningmohsen 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 - communication Department,management Faculty,Azad university ,branch sciences and researches of Tehran, Iran
4 - Assistant Professor, Department of Media Management, Faculty of Management and Economics, Science and Research Branch, Islamic Azad University, Tehran, Iran
5 - faculty of university
Keywords: effectiveness, motivation, Gamification, User Experience, Behavioral changes,
Abstract :
Considering the increasing growth of gamification in online environments, especially online education, as well as the importance of full mastery of effectiveness evaluation activities as one of the most important and necessary control activities, this study aims to rank and identify The importance of the factors determining the effectiveness of gamification and considering a comprehensive model including various dimensions and variables, during a field survey the dimensions and variables of the gamification effectiveness model have been prioritized. The data collection tool was a questionnaire by simple random sampling among users of a gamification and several validity and reliability tests were applied on it. The results showed that among the dimensions of gamification effectiveness, the dimension of behavioral changes and user achievements are in the first rank of importance or priority, the dimension of user experience is in the second rank and motivation is in the last rank. In terms of user experience, the variable of overall experiences and satisfaction is in the first place and compatibility with the user is in the last place. Also in the dimension of behavioral changes and achievements, the variable of user engagement is in the first rank and attitude is in the last rank.
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.