• OpenAccess
    • List of Articles Gamification

      • Open Access Article

        1 - The Effect of Gamification on Employee Motivation and Learning at Cooperative Management Training Course in Tehran Pars Oil and Gas Company
        Saeed Safaei Movahed Seyed Morteza  Rikhtegarzadeh
        The purpose of present study was to notice the effect of gamification on employee motivation and learning at cooperative management training course in Tehran Pars Oil and Gas Company by quasi-experimental method of Pre-test and post-test design with control group. The s More
        The purpose of present study was to notice the effect of gamification on employee motivation and learning at cooperative management training course in Tehran Pars Oil and Gas Company by quasi-experimental method of Pre-test and post-test design with control group. The statistical population consists of all Pars Oil and Gas Company employees (700 people), which according to John Kerrosol's opinion, 36 were considered through simple random sampling in two experimental groups (18 persons) and control (18 persons). The instrument used in this research was a researcher-made questionnaire designed to measure learning motivation with 20 items in a 7-degree scale. The other instrument is an explanatory teacher-made questionnaire composed of 9 questions. The formal validity of a number of participants in the research and content was confirmed by the supervisor and several experts, and its reliability was confirmed using the Cronbach's alpha for learning motivation questionnaire by acceptable 0.832 value. To analyze the data, descriptive statistic including mean and standard qualification as well as inferential statistics including ANCOVA and MANCOVA covariance were used. The findings showed that the application of the gamification method to motivate and learn employees in Pars Oil & Gas Co. is effective. Manuscript profile
      • Open Access Article

        2 - Explanation of the role of gamification on job satisfaction and employee motivation (case study: cosmetic industry)
        Sahar Vatankhah Mohammad Masum
        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 More
        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. Manuscript profile
      • Open Access Article

        3 - Identification of the solutions for implementing and improving staff training using the gamification approach
        Seyed Mohammad Mahmoudi Farideh Shayani Asef Karimi
        Today, special attention is paid to training methods in organizations, that way the most lack of access to training objectives are due to weaknesses in the training methods. One of the newest methods is using the related concepts the game to design the training courses. More
        Today, special attention is paid to training methods in organizations, that way the most lack of access to training objectives are due to weaknesses in the training methods. One of the newest methods is using the related concepts the game to design the training courses. The games can be used and extended as patterns in learning. This survey has been done to find the gamification implementing approaches in teaching staff, by using the qualitative method and semi-structured interviews with experts in training and gamification precinct whom selected with snowball method. Data analysis has been done in two sects: in the first one, the data obtained from the interviews were analyzed by using Theme Analysis method, and in the second one, the entropy Shannon method has been used for prioritize the approaches. As a result, we found the approaches which were divided to six kinds such as: cognitive, emotional, social, preparing, educational, and organization, and approaches were also prioritized. It can be concluded from these findings which the approaches presentation to organizations educational courses holding solutions can improve the employees motivations and spirits and also can increases their participation and performance, so it can enhance the organization effectiveness. Manuscript profile
      • Open Access Article

        4 - 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