شناسایی و رتبه‌بندی عوامل مؤثر بر اثربخشی آموزش کارکنان مبتنی بر بازی‌وارسازی (گیمیفیکیشن)

نوع مقاله : مقاله پژوهشی

نویسندگان

1 دانشیار و عضو هیات علمی دانشکده اقتصاد، مدیریت و علوم اداری دانشگاه سمنان

2 دانشجوی کارشناسی ارشد مدیریت کسب وکار دانشکده اقتصاد، مدیریت و علوم اداری دانشگاه سمنان، سمنان، ایران

10.22080/shrm.2022.3879

چکیده

گیمیفیکیشن از جمله موضوعات مورد بحث در سال‌های اخیر بوده است، که می‌توان آن را برای افزایش کارایی و تعامل کارکنان مورد استفاده قرارداد. در صورت اعمال مناسب، گیمیفیکیشن در محیط‌های آموزشی به یادگیری بهتر کارکنان منجر خواهد شد. هدف اصلی در پژوهش حاضر شناسایی و رتبه‌بندی عوامل موثر بر اثر بخشی آموزش کارکنان، مبتنی بر بازی‌وارسازی (گیمیفیکیشن) بود. این پژوهش بر مبنای هدف از نوع پژوهش‌های کاربردی است. این پژوهش از بعد جمع-آوری داده‌ها یک تحقیق توصیفی-پیمایشی محسوب می‌شود، . جامعه آماری این تحقیق شامل دو بخش است در بخش شناسایی عوامل از نظرات ﻣﺪﻳﺮان، ﻣﺸﺎوران و ﻛﺎرﺷﻨﺎﺳﺎن فعال در ﺣﻮزه آموزش کارکنان مجموعه شتاب‌دهی که با ﺑﺎزیﻛﺎری آشنا هستند و ﻣﺘﺨﺼﺼﻴﻦ در ﺣﻮزه ﻃﺮاﺣﻲ ﺑﺎزی و ﺑﺎزیﻛﺎری که آﺷﻨﺎ ﺑﻪ مبحث آموزش هستند بهره گرفته شد و در بخش رتبه بندی از نظرات خبرگان بخش بازی‌وارسازی استفاده شد. حجم جامعه برابر ۲۴۰ نفر بود که بر اساس رابطه کوکران حجم نمونه ۱۴۸ نفر تعیین شد. در بخش رتبه بندی از نظرات ۱۰ خبره بخش بازی‌وارسازی استفاده شد. در این پژوهش، از پرسشنامه استفاده شده است. به منظور بررسی روایی پرسشنامه از تحلیل عاملی تاییدی بهره گرفته شد و پایایی ابزار از آلفای کرونباخ استفاده شد که یافته روایی و پایایی را مورد تایید قرار داد. یافته‌های پژوهش نشان داد هر پنچ مولفه آموزشی، طراحی، اجتماعی، شناختی و احساسی از عوامل موثر بر اثر بخشی آموزش کارکنان مبتنی بر بازی‌وارسازی (گیمیفیکیشن) هستند. یافته‌های نتایج تحلیل سلسله مراتبی نشان داد آموزش هدفمند، رتبه یک را به خود اختصاص داده است.

کلیدواژه‌ها


عنوان مقاله [English]

Identifying and Ranking the Factors that Affects the Effectiveness of Staff Training Based on Gamification

نویسندگان [English]

  • Abbasali Rastgar 1
  • Hamed Tavakoli 2
1 َAssociate Professor, Faculty of Economics, Management and Administrative Sciences, semnan university
2 Master of Business Administration, Faculty of Economics, Management and Administrative Sciences, Semnan University
چکیده [English]

Gamification has been one of the topics discussed in recent years, which can be used to increase efficiency and Employees interaction. Properly applied gamification in educational environments will lead to better learning of Employees. This research is based on the purpose of applied research. Given that practical goals are to find solutions to real problems and to develop applied knowledge, applied research is to achieve results in a specific field and method of doing practical work. Also, this research is a descriptive-survey research in terms of data collection, because it has collected data through field studies and questionnaires. The statistical population of this research consists of two parts. In identifying the factors, the opinions of managers, consultants and experts active in the field of training of acceleration complex staff (innovation factory) who are familiar with gaming and experts in the field of game design and gaming are familiar with training. It was taken and the opinions of the gamification experts were used in the ranking section. The population size was 240 people and based on Cochran's relationship, the sample size was 148 people. In the ranking section, the opinions of 10 experts in the working game section were used. In this study, a face-to-face questionnaire was used, because it was possible to explain the ambiguities to the consumer and make them better acquainted with the subject of the research.

کلیدواژه‌ها [English]

  • Staff Training
  • Gamification
  • Effectiveness
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