Document Type : Scientific Research Manuscript

Authors

1 Assistant Professor in Software Engineering, Software and Information Systems Department, Shahid Beheshti University Faculty of Engineering and Computer Science, Tehran, Iran

2 Graduate Student in Enterprise Architecture, Department of Information Technology, Faculty of Engineering and Computer Science, Shahid Beheshti University, Tehran, Iran

3 Ph.D. Student in Information Technology in Higher Education, Department of Higher Education, Faculty of Educational Sciences, Shahid Beheshti University, Tehran, Iran

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 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.

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