عنوان مقاله :
ﺷﻨﺎﺳﺎﯾﯽ ﭼﺎﻟﺶ ﻫﺎي اﺟﺮاي ﺑﺎزي وارﺳﺎزي در آﻣﻮزش ﻫﺎي ﺳﺎزﻣﺎﻧﯽ
عنوان به زبان ديگر :
Identifying the Challenges of Implementation of Gamification in Organizational Instruction
پديد آورندگان :
وﺣﯿﺪي اﺻﻞ، ﻣﺠﺘﺒﯽ داﻧﺸـﮕﺎه ﺷـﻬﯿﺪ بهشتي - داﻧﺸـﮑﺪه ﻣﻬﻨﺪﺳـﯽ و ﻋﻠـﻮم ﮐـﺎﻣﭙﯿﻮﺗﺮ - ﮔﺮوه ﻧﺮم اﻓﺰار و ﺳﯿﺴﺘﻢ ﻫﺎي اﻃﻼﻋﺎﺗﻲ , آﻗﺎزاده ﭘَﺮ، ﻓﺎﺋﺰه داﻧﺸـﮕﺎه ﺷـﻬﯿﺪ بهشتي , ﻋﻠﯿﺨﺎﻧﯽ، ﭘﺮﺳﺘﻮ داﻧﺸﮕﺎه ﺷﻬﯿﺪ ﺑﻬﺸﺘﯽ، ﺗﻬﺮان - داﻧﺸﮑﺪه ﻋﻠﻮم ﺗﺮﺑﯿﺘﯽ - ﮔﺮوه آﻣﻮزش ﻋﺎﻟﯽ
كليدواژه :
آﻣﻮزش ﺳﺎزﻣﺎﻧﯽ , اﻧﮕﯿﺰش , ﺑﺎزي وارﺳﺎزي , ﻣﺸﺎرﮐﺖ ﮐﺎرﮐﻨﺎن
چكيده فارسي :
ﮐﺎﻫﺶ اﻧﮕﯿﺰه و ﺳﻄﺢ ﭘﺎﯾﯿﻦ ﻣﺸﺎرﮐﺖ ﮐﺎرﮐﻨﺎن در دوره ﻫﺎي آﻣﻮزﺷﯽ، ﯾﮑﯽ از ﻣﻬﻢ ﺗﺮﯾﻦ ﭼـﺎﻟﺶ ﻫـﺎ ﺑـﺮاي ﺳـﺎزﻣﺎن اﺳـﺖ. ﺑﻪ ﻣﻨﻈﻮر ﮐﺎﻫﺶ اﯾﻦ ﻣﺴﺌﻠﻪ، روش ﻫﺎي ﻣﺘﻨﻮﻋﯽ ﺑﺮاي ﺑﻬﺒﻮد آﻣﻮزش ﻫﺎي ﺳﺎزﻣﺎﻧﯽ از ﺟﻤﻠﻪ اﺗﺨـﺎذ روﯾﮑـﺮد ﺑـﺎزي وارﺳـﺎزي ﻣﻄﺮح ﺷﺪه اﻧﺪ ﺗﺎ ﺑﺪﯾﻦ ﺗﺮﺗﯿﺐ اﻧﮕﯿﺰش ﮐﺎرﮐﻨﺎن ﺑﺮاي ﻣﺸﺎرﮐﺖ ﻓﻌﺎل در دوره ﻫﺎ و ﺑﻪ ﻃﻮرﮐﻠﯽ، ﺑﻬﺮه وري آﻣﻮزش اﻓﺰاﯾﺶ ﯾﺎﺑـﺪ. ﻣﻘﺎﻟﻪ ﺣﺎﺿﺮ ﺿﻤﻦ ﺗﻮﺟﻪ ﺑﻪ اﺛﺮﺑﺨﺸﯽ روﯾﮑﺮد ﭘُﺮﻃﺮﻓﺪار ﺑﺎزي وارﺳﺎزي، ﺷﻨﺎﺳﺎﯾﯽ ﭼﺎﻟﺶ ﻫﺎي اﺟﺮاي آن را ﻧﯿـﺰ ﻣﻮرد ﺗﻮﺟـﻪ ﻗﺮار داده اﺳﺖ. اﯾﻦ ﭼﺎﻟﺶ ﻫﺎ ﺑﺎ اﺳﺘﻨﺎد ﺑﻪ ﺗﺠﺎرب ﻓﻌﺎﻻن ﺣﻮزه آﻣﻮزش و ﺑﺎزي وارﺳﺎزي اﺳﺘﺨﺮاج ﺷﺪه اﻧﺪ. ﻣﺘﻨﺎﺳﺐ ﺑـﺎ اﯾـﻦ ﻫﺪف، ﻃﺮح ﭘﮋوﻫﺶ ﮐﯿﻔﯽ از ﻧﻮع ﭘﺪﯾﺪارﺷﻨﺎﺳﯽ اﺗﺨﺎذﺷﺪه اﺳﺖ. داده ﻫﺎي ﮔﺮدآوري ﺷﺪه از ﻣﺼﺎﺣﺒﻪ ﻫـﺎي ﻓﺮد ﺑـﻪ ﻓﺮد، ﺑـﻪ ﺗﺒﻌﯿﺖ از روﯾﻪ ﺳﻪ ﻣﺮﺣﻠﻪ اي اﺷﺘﺮاوس و ﮐﻮرﺑﯿﻦ ﺗﺤﻠﯿﻞ و ﮐُﺪﮔﺬاري ﺷﺪﻧﺪ. ﯾﺎﻓﺘﻪ ﻫﺎ ﺣﺎﮐﯽ از اﯾـﻦ بودﻧـﺪ ﮐـﻪ ﻋـﻼوه ﺑـﺮ ﭼﺎﻟﺶ ﻫﺎي ﺳﺎزﻣﺎن ﺑﺮاي ﭘﺬﯾﺮش روﯾﮑﺮد ﺑﺎزي وارﺳﺎزي، ﭼﺎﻟﺶ ﻫﺎي ﺑﺎزي وارﺳﺎزي ﺑـﺮاي ورود ﺑـﻪ ﺳـﺎزﻣﺎن ﻧﯿـﺰ ﻣﻄـﺮح ﻫﺴﺘﻨﺪ ﮐﻪ در ﻣﺠﻤﻮع 13 ﭼﺎﻟﺶ ﺷﻨﺎﺳﺎﯾﯽ ﺷﺪﻧﺪ و در دو دﺳﺘﻪ ﻣﺬﮐﻮر ﻗﺮار ﮔﺮﻓﺘﻨﺪ. ﻟﺬا، اﻧﺘﻈـﺎر ﻣـﯽ رود ﺑـﺎ ﺷﻨﺎﺳـﺎﯾﯽ اﯾـﻦ ﭼﺎﻟﺶ ﻫﺎ و ﺗﻼش ﺑﺮاي ﮐﺎﻫﺶ آن ﻫﺎ ﭘﯿﺶ از ﻫﺮ ﮔﻮﻧﻪ اﻗﺪاﻣﯽ، روﯾﮑﺮد ﺑﺎزي وارﺳﺎزي ﺑﺘﻮاﻧﺪ در اﻓﺰاﯾﺶ اﺛﺮﺑﺨﺸـﯽ دوره ﻫـﺎي آﻣﻮزﺷﯽ در ﺳﺎزﻣﺎن، ﺳﻮدﻣﻨﺪ واﻗﻊ ﮔﺮدد.
چكيده لاتين :
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.
عنوان نشريه :
تحقيقات فرهنگي ايران
عنوان نشريه :
تحقيقات فرهنگي ايران