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      • Open Access Article

        1 - Investigating factors affecting the acceptance and use of augmented reality applications in education in the context of the COVID-19 pandemic
        Yazdan Shirmohammadi Afsaneh Abdolahi Amene Kamali Sarvestani
        Introduction: Augmented reality and virtual reality are considered smart and digital technologies that have left their impact in many industries and environments. On the other hand, the COVID-19 pandemic creates a series of issues and challenges for tourism education. E More
        Introduction: Augmented reality and virtual reality are considered smart and digital technologies that have left their impact in many industries and environments. On the other hand, the COVID-19 pandemic creates a series of issues and challenges for tourism education. Education through augmented reality and virtual reality has become very important. The tourism industry, as one of the most important service industries, experiences tight competition compared to other industries and services in the world. research methodology: The present study was conducted with the aim of investigating the factors affecting the acceptance and use of augmented reality and virtual reality applications in tourism education in the context of the COVID-19 pandemic. The research method of this study is quantitative, and data analysis is done using structural equations. The statistical population of the research also includes education experts in the field of augmented reality. The basic idea of this research and its dimensions and spheres are taken from Barta's research model (2023), and changes and innovations have been made to the said model. The research tool is a researcher-made questionnaire with reliable sources. The final designed conceptual model was estimated using structural equations and Smart PLS software. Findings: Based on the modeling results of structural equations, usefulness, ease, pleasure motivation, perceived value of price and perceived quality are effective on the attitude of using augmented reality and virtual reality applications in tourism education with values of 0.560, 0.485, 0.303, 0.677 and 0.444 respectively. Conclusion: Therefore, the perceived value of price has a greater impact on the attitude and acceptance of the use of augmented reality and virtual reality applications in tourism education in the era of COVID-19 than other identified factors. Manuscript profile
      • Open Access Article

        2 - The effect of learning tourist attractions through gamification (case study: Tabriz city primary school children)
        Yazdan Shirmohammadi Iraj Choobdar Amene Kamali Sarvestani
        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 adoles More
        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. Manuscript profile