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        1 - Determining the competencies of Human Resource with the Approach of marketing educational services (a meta-Analysis literature review)
        Saeed Talebi seyyed mahmoud  shabgoo monsef Kambiz Shahroodi فرزین فرحبد
        High quality education is a prerequisite for a flourishing economy of a country. The quality of education can be improved by considering new approaches. On the other hand, the characteristics and competencies of specialists in the field of education and focusing on comp More
        High quality education is a prerequisite for a flourishing economy of a country. The quality of education can be improved by considering new approaches. On the other hand, the characteristics and competencies of specialists in the field of education and focusing on competency-based human resources in this field is another approach that will have a direct relationship with the quality of education and improving competition in this market. Therefore, the research object is to explain the key competencies of human resources in the field of education services with the approach of marketing education services. In this study, the results of the resources of necessary competencies in educational services during the years (2020-205) & (1399-1385) are analyzed by a meta-analyzed method and components of educational services marketing competency were counted. From 91 primary sources, 67 sources were selected based on abstract, then 39 ones were selected based on the content, and finally 12 sources were considered as relevant sources. Heterogeneity of the effect size was confirmed and then the effect of each index was studied using CMA software. By the results of the Q test, the studies are heterogeneous with 99% confidence, the use of combining results of the random effects model was confirmed. According to the random results in software analysis, 24 key competencies were found in the field of educational services marketing. The findings indicated that the competencies "time management" and "creativity and innovation" have the highest effect sizes of 0.584 and 0.538 respectively, and the competencies of "listening skills" and "power of analysis" with a value of 0.285 have the lowest effect sizes among the competencies. Manuscript profile
      • Open Access Article

        2 - Elements and Advantages of Gamification Method in Education: A Meta-Analysis
        Reza tohand Mehrangiz alinejad Badr al-Sadat daneshmand
        Gamification has emerged as one of the novel educational methods that aims to improve education by creating a happy, exciting, dynamic and active platform. In fact, this method strengthens different learning channels of learners. Gamification of educational content offe More
        Gamification has emerged as one of the novel educational methods that aims to improve education by creating a happy, exciting, dynamic and active platform. In fact, this method strengthens different learning channels of learners. Gamification of educational content offers the concepts and contents in a more convenient way. In this regard, this research was conducted with the aim of exploring the elements and advantages of the gamification method using the meta-analysis approach. The study corpus included national and international studies conducted in the field of gamification, initially 79 national studies and 301 international studies were identified and downloaded, and among them the most relevant sources were selected as the statistical sample, including 30 national studies and 65 international studies (total 95 studies). These sources (articles, dissertations and treatises) were searched in national scientific data bases such as magiran, sid, noormagz, irandoc, ricest as well as comprehensive humanities portal and international scientific data bases such as Proquest, Springer, Sciencedirect, Mdpi, Researchgate, Ieee, Acm, and Google scholars. Next the corpus was analyzed with the aim of identifying the most significant and widely applied elements of the gamification approach and the advantages of this approach. It should be mentioned that the articles presented in the conference were excluded from the study corpus. According to the findings of the research, score, reward, challenge, feedback, leveling, story, interaction and competition with the highest percentage of frequency were the most important and practical elements of gamification in education. Also, creating and promoting interaction and participation, creating motivation, providing a platform for deep learning, improving performance, creating attractiveness and increasing it, developing cognitive growth, creating excitement and vitality, increasing the effectiveness of education, creating a platform for the use of educational technologies, developing social growth, development of soft skills and reduction of disorder were among the benefits of gamification in researches, among these things, creating and promoting interaction and participation, providing a platform for deep learning, creating motivation, improving performance, developing cognitive development, creating excitement and vitality, increasing Effectiveness of education, creation of a platform for the use of educational technologies had the highest frequency percentage. Manuscript profile