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: âAnalysis and Evaluation of Learning Management Systems âin terms of Gamification â
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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