Mitra Samiei; Reza Rajabali Beglou; Fateme Tak
Abstract
The present research has been done with a view to identifying gamification components in association with users' experience in the services of digital libraries. Typically, the research method has been a developmental and systematic review, and essentially an analytic one. The data collection was carried ...
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The present research has been done with a view to identifying gamification components in association with users' experience in the services of digital libraries. Typically, the research method has been a developmental and systematic review, and essentially an analytic one. The data collection was carried out based on three major components: gamification, user experience, and digital library services. 164 resources related to the three components have been found. After filtering the resources in three phases, 12 resources in the first phase and 41 resources in the second phase were omitted and the remainder exactly 37 resources which were more closely related to the gamification components in the interaction with the user`s experience of digital library services, were identified, ranked and analyzed.The Findings show that gamification elements for digital library services include: certificate, achievement, membership law, ranking, digital products, signs, status and position, money, lottery, the Boss game, reward, present, feedback, navigation pages, Avatar, score, badges, narratives, prizes and badges collections and finally the results arising from the investigation of these components and analysis of the conceptual connection among them, show that the use of gamification elements for any digital library services develop the components “dynamism” and “gamification stimulants” such as competitiveness, attractiveness, excitement, hopefulness, challenge, victory and, etc in the users and that ultimately leads to the utilization of digital library services and user`s satisfaction.
Mojtaba Vahidi-Asl; Zohre Jaafari-Far; Faezeh Aghazadeh-Par; Mohsen Haji Zeinolabedini
Abstract
The importance of training in organizations cannot be overlooked. This has motivated organizational decision-makers to look for new ways for achieving proper training in order to reach their organizational goals. Nowadays, one of new approaches to realize the training and gaining an effective output ...
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The importance of training in organizations cannot be overlooked. This has motivated organizational decision-makers to look for new ways for achieving proper training in order to reach their organizational goals. Nowadays, one of new approaches to realize the training and gaining an effective output is gamification. Many factors can influence the use of this new approach in organizational training. Therefore, the present research seeks to identify and model the factors affecting on success and failure of gamification in organizational training. Accordingly, qualitative research method is used in this research. Also, three processes is conducted to collect data needed to answer the research question. In the first step, semi-structured interview is used to identify the factors affecting on gamification of organizational training. In the second step, the Interactive Management (IM) method is used to identify and extract the most important factors among the identified factors of the previous step. Finally, Interpretive Structural Modelling (ISM) software was used to model the factors and determine the causal relationships among them. The results demonstrate seven important factors which are respectively staff demographic characteristics, availability of infrastructure and facilities, staff information literacy, staff attitudes toward gamification, management attitudes towards gamification, gradual inclusion of gamification in the training process, and rich (learning) content. At the end, the research findings have been discussed.