Document Type : Scientific Research Manuscript

Authors

1 Assistant Professor of Cultural Management, Faculty of Management and Economics, Science and Research Branch of the Islamic Azad University (SRBIAU),Tehran, Iran

2 PhD Student of Cultural Management, Faculty of Management and Economics, Science and Research Branch of the Islamic Azad University (SRBIAU),Tehran, Iran

3 Associate Professor of Artificial Intelligence, School of Computer Engineering, Iran University of Science and Technology, Tehran, Iran

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 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.

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