نویسندگان

1 ‌استادیار، گروه مدیریت بازرگانی، دانشکده ادبیات و علوم انسانی، دانشگاه خلیج ‌فارس، بوشهر، ایران ‌

2 ‌استادیار، گروه مدیریت صنعتی، دانشکده ادبیات و علوم انسانی، دانشگاه خلیج فارس، ‌بوشهر، ایران ‌

چکیده

امروزه، زندگی بشر به‌طور فزآینده‌ای شبیه به بازی‌ها شده است؛ نه تنها به این دلیل که بازی‌ها به بخشی گسترده‌ای از زندگی انسان تبدیل شده‌اند؛ بلکه فعالیت‌ها، سیستم‌ها و خدمات نیز به‌طور فزآینده‌ای بازی‌گونه شده‌اند. بنابراین، چالش کلیدی سازمان­ها در عصر دیجیتال کنونی استفاده از سیستم­های بازی­گونه جهت ارتقاء انگیزه و مهارت کاربران می­باشد. هدف این پژوهش، تحلیل و ارزیابی سیستم­های مدیریت یادگیری از منظر قابلیت­های بازی­وار است. این تحقیق، به لحاظ هدف، در زمره تحقیقات کاربردی و به لحاظ روش، در قالب تحقیقات کیفی- کمی است. در گام نخست، با مطالعه و مداقه­ی مبانی نظری و پیشینه تجربی، و همچنین نظرخواهی از خبرگان، تعداد هفت توانمندساز بازی‌وار شناسایی گردید که جهت ارزیابی و رتبه­بندی تعداد 4 سامانه آموزش مجازی بازی­وار مورد استفاده قرار گرفتند. جامعه ­آماری پژوهش را اعضای هیأت علمی دانشگاه خلیج فارس تشکیل دادند. تعداد 10 نفر از آن­ها به عنوان اعضای نمونه با روش نمونه­گیری هدفمند قضاوتی انتخاب شدند که از دانش تجربی و تئوریک مناسب در زمینه­ی بکارگیری و استفاده از سامانه­های مورد بررسی برخوردار بودند. ابزار جمع­آوری داده­ها، پرسشنامه­ی محقق­ساخته است که روایی آن با روش تحلیل محتوای صوری و پایایی آن نیز با روش ضریب کندال با مقدار 83/0 تأیید گردید. به منظور تجزیه و تحلیل داده­ها، از روش­های تلفیقی کریتیک – کوپراس استفاده شده است. نتایج نشان می‌دهد؛ از بین سیستم­های مدیریت یادگیری مورد بررسی؛ سیستم ایس­پرینگ بالاترین امتیاز را بدست آورده است.

کلیدواژه‌ها

عنوان مقاله [English]

The Emergence of Motivational Information Systems: ‎Analysis and Evaluation of Learning Management Systems ‎in terms of Gamification ‎

نویسندگان [English]

  • ebrahim rajabpour 1
  • Ahmad Ghorbanpur‎ 2

چکیده [English]

Today, human life has become increasingly like games, not just because games have become a big part of human life, but most of the activities, systems and services are game-based. Therefore, the main challenge for organizations in the current digital age is to use skill-based game systems to enhance employee motivation and learning. The main purpose of this study was to investigate the game-based capabilities of learning management systems (LMS). This research, in terms of purpose, is in the field of applied research and in terms of method, in the form of qualitative-quantitative research. In first, a number of seven capabilities were identified by studying theoretical background and empirical background and obtaining expert opinions. The statistical population of the study includes professors as well as administrators and experts. The number of ten of them were selected as sample members. Data collection tool was a researcher-made questionnaire whose validity was confirmed by content analysis method and its reliability by Kendallchr(chr('39')39chr('39'))s coefficient. To analyze the data was used the CRITIC-COPRAS approach. The results show that among the four types of learning management system studied, iSpring LMS received the highest score. Finally, discussion and conclusions are presented.

کلیدواژه‌ها [English]

  • Gamification
  • Information Systems
  • Learning Management Systems
  • CRITIC
  • ‎COPRAS.‎‌ ‌
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