Computer Games
S.M. Jafari; Z. Abdollahzadeh
Abstract
With the progression of information and communication technology, electronic governance and also crowdsourcing as one of its key components have attracted many governments attention. In order to encourage and motivate the citizens to participate in crowdsourcing projects, Game techniques and mechanics ...
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With the progression of information and communication technology, electronic governance and also crowdsourcing as one of its key components have attracted many governments attention. In order to encourage and motivate the citizens to participate in crowdsourcing projects, Game techniques and mechanics have been proposed as an effective solution. However, no significant research has been done in this regard and this subject has not been measured practically. The purpose of this study is investigating the relationship between the intrinsic and extrinsic motivations of citizens and participation in crowdsourcing projects. The statistical population of this research was citizens of Shahrekord and 215 questionnaires were randomly distributed among them. Data analysis was carried out based on Structural Equations Modeling (SEM) by AMOS software. The results showed that there is no meaningful relationship between extrinsic motivations and participation in crowdsourcing projects. On the other hand, a positive and significant relationship was confirmed between intrinsic motivations and participation in crowdsourcing projects.
Psychology, Video Games
M. Vahidi Asl; F. Aghazadehpar; P. Alikhani
Abstract
Reduction in motivation and level of engagement in educational courses is one of the most important challenges for every organization. In order to address this issue, various methods have been proposed to improve organizational instruction, including the adoption of gamification to motivate employees ...
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Reduction in motivation and level of engagement in educational courses is one of the most important challenges for every organization. In order to address this issue, various methods have been proposed to improve organizational instruction, including the adoption of gamification to motivate employees to participate actively both in courses and in general to improve education efficiency. The present study, while considering the effectiveness of the popular approach of gamification, has also addressed the challenges of its implementation. These challenges have been extracted based on the experiences of the experts in the field of education and gamification. To this end, a qualitative research using phenomenological method was adopted. Data collected from one-on-one interviews were analyzed and coded according to Strauss and Corbin's three-stage coding procedure. The findings suggested that in addition to the organization's challenges for the adoption of gamification, there are also challenges for gamification’s entry into the organization. A total of 13 challenges were identified and put into the two mentioned categories. Therefore, it is expected that by identifying these challenges and attempting to reduce them before taking any action, the gamification approach can be useful in increasing the effectiveness of education courses in an organization.
Computer Games
F. Azizabadi Farahani; M. Bitaraf; B. Behrouz Minaei-Bidgoli
Abstract
Regardless to pathologic point of view, this paper attempts to investigate methods, in order to develop cultural educations through computer games by insisting on “Gamification”. This method therefore uses gaming style in environments irrelevant to computer games, which is one of the most ...
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Regardless to pathologic point of view, this paper attempts to investigate methods, in order to develop cultural educations through computer games by insisting on “Gamification”. This method therefore uses gaming style in environments irrelevant to computer games, which is one of the most recent methods used by giant companies. Among “Learning Theory”, “Observatory learning theory of Bandura” and from “Game Theory”, “Garnie's Theory and Clare's Motivational Model” selected as the principal theories. Hence, a survey is provided in five main sections that are, personal specifications, the importance of computer-games’ elements in teaching and learning, the amount of intercommunication between games’ elements and importance of interventional elements presented to this area’s experts to respond, such as producers, technical experts and pundits. New findings report that in cultural educations the most important parameters between games’ elements are “Game-play and directing the procedure of the game”, and in analyzing the intercommunication between games’ and learning elements, the hugest amount of correlation belongs to the element of “the possibility of playing in a group” and “ competition motivation”. It also suggests that for producing computer games including cultural materials, concerning about which element will lead to more effects on users. Suggesting applicable ideas to cultural directors of a country, suggesting a Persian expression for this purpose and presenting the amount of intercommunication between games’ elements and learning-teaching elements is the outcome of an innovation from this research.