Designing a Comprehensive Model for Evaluating the Effectiveness of Gamification Projects in Online Environment
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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The Role of Knowledge Absorption in Innovation, Resilience, and Agility of Organizational Units in the Islamic Republic of Iran Broadcasting: A Qualitative Study
Lida. Erfanian, Mohsen. Ghadami, Neda. Soleimani*, Aliakbar. Farhangi, Ataollah. Abtahi
Journal of Technology in Entrepreneurship and Strategic Management, -
Designing an Entrepreneurial Model of Remote Communication Technologies in Clinical Medicine: A Qualitative Study
Fariba Fathi, *, Mehran Samadi, Seyyed Abdullah Sajjadi Jaghargh, Gholamreza Masoumi
Journal of Archives in Military Medicine, Jun 2024