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      • Open Access Article

        1 - Prioritize and Assess the Importance of Variables that Determine the Effectiveness of Gamification with Application in Online Education
        mohsen rahbari neda soleymani mohammad soltanifar ataollah abtahi afsane zamanie moghaddam
        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 More
        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. Manuscript profile
      • Open Access Article

        2 - Designing a Comprehensive Model for Evaluating the Effectiveness of Gamification Projects in Online Environment
        mohsen rahbari neda soleymani mohammad soltanifar ataollah abtahi afsane zamanie moghaddam
        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 differ More
        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. Manuscript profile
      • Open Access Article

        3 - The Role of Digital Information Management on User Research from the Perspective of Information Environment Users (Case Study: Rahbari Asil Website)
        zohreh dokchi mohammad javad tajic
        Objective: The purpose of this study is to determine the role of digital information management on user research variables from the perspective of users using electronic and digital information, especially in the Rahbari Asil website.Methodology: The present study is ap More
        Objective: The purpose of this study is to determine the role of digital information management on user research variables from the perspective of users using electronic and digital information, especially in the Rahbari Asil website.Methodology: The present study is applied in terms of purpose and descriptive in terms of survey method. The statistical population includes 50 users of Rahbari Asil website, who were selected as an available sample by simple non-random method and The researcher-made questionnaire with 30 questions was distributed among them and finally 44 questionnaires were collected. To evaluate the reliability of the questionnaire, Cronbach's alpha coefficient was used, which is equal to 0.937. In order to assess the validity of the questionnaire using the internal consistency method of construct validity, the results of correlation coefficient between each of the component questions were significant at an error level of less than 0.01, which indicates that the questionnaire has a high construct validity. To analyze the data, descriptive statistics (mean and standard deviation) were used and in the inferential section (univariate t-test) using SPSS software.Results: From the end users' point of view, digital information management has six components of customer satisfaction (64%), brand loyalty (61%), service quality (64%), relationship commitment (63%), willingness to buy (62%) and also, the customer's mental image (61%) played a large role.Conclusion: The role of digital information management on user research from the perspective of end users is significantly higher than average and digital information management has played a large role (63%) on user research. Manuscript profile