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.


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