ارائه مدلی جامع جهت ارزیابی اثربخشی طرح‌های بازی‌پردازی در محیط‌های آنلاین

نوع مقاله : مقاله پژوهشی

نویسندگان

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 دانشیار گروه علوم ارتباطات اجتماعی، دانشکده ادبیات، علوم انسانی و اجتماعی، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران

4 استادیار گروه مدیریت رسانه‌ای، دانشکده مدیریت و اقتصاد، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران

5 دانشیار گروه مدیریت آموزشی، دانشکده مدیریت و اقتصاد، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران

چکیده

استفاده روزافزون از فناوری و تکنولوژی‌های ارتباطی جدید و تاثیری که بر روی فرهنگ، طرز فکر و عمل و سبک فعالیت استفاده‌کنندگان آن دارد، نظام آموزشی را نیز با تحولات مهمی روبه‌رو کرده است. با توجه به رشد فزاینده بازی‌پردازی یا گیمیفیکیشن با کارکردهای مختلف و در محیط‌های آنلاین به ویژه در محیط آموزشی و آموزش آنلاین و همچنین اهمیت و ضرورت فرآیندهای ارزیابی اثربخشی به عنوان یکی از مهمترین و ضروری‌ترین فعالیتهای کنترلی، لازم است توسعه‌دهندگان میزان موفقیت یا اثربخشی طرح‌های گیمیفیکیشن خود را بسنجند. از آنجا که تاکنون ابعاد، مولفه‌ها و شاخص‌های اثربخشی گیمیفیکیشن به صورت عام و فراگیر شناسایی نشده و مدل جامعی در این زمینه وجود ندارد، این پژوهش ضمن شناسایی ابعاد و متغیرهای مورد نظر، از طریق روش دلفی در چهار راند و توسط نمونه‌گیری هدفمند، مدلی جامع برای ارزیابی اثربخشی گیمیفیکیشن را ارائه نموده است. نتایج نشان می‌دهد اثربخشی گیمیفیکیشن متاثر از سه بُعد اصلی به نام تجربه کاربر (با هشت متغیر)، تغییرات رفتاری و دستاوردهای کاربر (با پنج متغیر) و انگیزش (یک متغیر) تشکیل شده است. پژوهش حاضر علاوه بر ارائه یک مدل جامع و جدید، نقش متغیرهای جدیدی را برای اولین بار مورد بررسی و سنجش قرار داده است.

کلیدواژه‌ها


عنوان مقاله [English]

Designing a Comprehensive Model for Evaluating the Effectiveness of Gamification Projects in Online Environment

نویسندگان [English]

  • mohsen rahbari 1
  • neda soleymani 2
  • mohammad soltanifar 3
  • ataollah abtahi 4
  • afsane zamanie moghaddam 5
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
چکیده [English]

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.

کلیدواژه‌ها [English]

  • Gamification
  • effectiveness
  • User Experience
  • Behavioral changes
  • motivation
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