تبیین نقش گیمیفیکیشن بر رضایت شغلی و انگیزش کارکنان (مورد مطالعه: صنایع آرایشی_بهداشتی)
محورهای موضوعی : روش های نوین آموزش وتوسعه منابع انسانیسحر وطن خواه 1 , محمد معصوم 2 *
1 - دانشگاه آزاد اسلامی، واحد تهران غرب
2 - دانشگاه تهران
کلید واژه: گیمیفیکیشن رضایت شغلی انگیزش کارکنان ,
چکیده مقاله :
هدف از این تحقیق تبیین نقش گیمیفیکیشن بر رضایت شغلی و انگیزش کارکنان در صنایع آرایشی_بهداشتی میباشد. این تحقیق حاضر از نوع اثبات گرایانه و با رویکرد کمی صورت پذیرفته است. همچنین این تحقیق از نوع طرحهای توصیفی و از شاخه مطالعات میدانی بوده و به لحاظ رویکرد انجام تحقیق، پژوهشی کمی میباشد. جامعه آماری تحقیق کلیه کارکنان واحدهای بازاریابی و فروش شرکتهای عضو انجمن صنایع آرایشی_بهداشتی ایران میباشند که محدوده فعالیت آنها در استان تهران است. در این پژوهش جهت نمونه گیری از روش نمونه گیری خوشهای استفاده شده است. همچنین در این پژوهش جهت تعیین حجم نمونه از جدول کرجسی و مورگان استفاده شده و تعداد 350 نفر از اعضای جامعه مورد بررسی قرار گرفتهاند. در این پژوهش به منظور گردآوری دادهها از دو روش کتابخانهای و میدانی (پرسشنامه استاندارد متشکل از 13 سؤال) استفاده شده است. در این تحقیق جهت اطمینان از پایایی پرسشنامه و اندازه گیری آن، از معیار آلفای کرونباخ استفاده شده و برای سنجش روایی ابزار، از روایی محتوا (ضریب نسبی روایی محتوا و شاخص روایی محتوا ) استفاده گردیده است. جهت بررسی رابطه بین متغیرها و تجزیه و تحلیل دادهها نیز از آزمون t زوجی و نرمافزار اسپیاساس استفاده شده است. نتایج تحقیق نشان داده است که گیمیفیکیشن بر رضایت شغلی و انگیزش کارکنان تاثیر دارد.
The purpose of this study is explanation of the role of gamification on job satisfaction and employee motivation in cosmetic industry. This research is a positivist nature with a quantitative approach. Also, this research is descriptive and in type of field studies, and in terms of research approach, is a quantitative research. Target population of this study is all staff of marketing and sales units in member of iran cosmetic industries association whose scope of activity is in tehran province. In this study for sampling, cluster sampling method has been used. Also in this study, we used krejcie and morgan tables to determine the sample size and 350 members of the target population have been investigated. In this research, two methods of library and field methods (a standard questionnaire consisting of 13 items) have been used for data collection. In this study in order to assurance of the reliability of the measurement instruments, cronbach's alpha was used. And for validation content validity(content validity ratio and content validity index) was used. Also in order to investigate the relationship between variables and data analysis, paired-samples T test and SPSS software have been used. The results showed that gamification has an effect on job satisfaction and employee motivation.
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