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Sort articles by: Volume | Date | Most Rates | Most Views | Reviews | Alphabet
1.

Towards a comprehensive methodology for applying enterprise gamification Pages 277-290 Right click to download the paper Download PDF

Authors: Mohammad Fathian, Hossein Sharifi, Elnaz Nasirzadeh, Ronald Dyer, Omar Elsayed

DOI: 10.5267/j.dsl.2021.3.002

Keywords: Gamification, Enterprise, Methodology, Game mechanics, Organizational gamification

Abstract:
Gamification as a new concept uses game elements in a novel way to engage users of a non-gaming system and can be used in many domains within an enterprise, to implement the organizational processes with lower costs, higher quality or in a more efficient way. Although there are many researches on gamification but a few studies can be found in the organizational gamification and there are few research works about framework and methodology for designing and implementing organizational gamification in the literature. The purpose of this article is to provide a comprehensive methodology for the enterprise gamification. This research is an attempt to overcome the mentioned gap via presenting a methodology by applying some important issues including organizational, humanity and gamification aspects together to design and implement customized enterprise gamification solutions through reviewing the related literature and experts’ commentaries. The evaluation of the methodology showed that it is an appropriate and perfect way to design gamification solutions in an organization, besides the enterprise needs to provide the necessary conditions for its implementation. This paper forwards an important debate on a comprehensive methodology for applying enterprise gamification, which explains how to properly use gamification in enterprises to increase productivity and better communication with employees, and thus contributes to literature on internal and enterprise gamification.
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Journal: DSL | Year: 2021 | Volume: 10 | Issue: 3 | Views: 2784 | Reviews: 0

 
2.

Tailoring gamification to individual learners: A study on personalization variables for skill enhancement Pages 789-796 Right click to download the paper Download PDF

Authors: Osama Kamaleldin Salman, Yusra Jadallah Abed Khasawneh, Hatem Alqudah, Suad Abdalkareem Alwaely, Mohamad Ahmad Saleem Khasawneh

DOI: 10.5267/j.ijdns.2023.12.025

Keywords: Quantitative Research, Gamification, Personalization Variables, Skill Enhancement, UAE Education

Abstract:
This study conducts a quantitative inquiry into how components of gamification and customization are being used in Saudi Arabia's educational system. In our investigation, we zero in on how these factors could contribute to skill development. This investigation uses a thorough and rigorous quantitative research approach to probe students' preferences for gamification components and their thoughts on customization. The findings highlight the amazing congruence between people's preference for gamification components like points and badges and the need for adaptation and feedback in optimizing the effectiveness of the educational process. Through careful component analysis, the current investigation successfully separates two distinct constructs: one highlights the importance of flexibility and responsiveness, while the other emphasizes the significance of pace and cultural appropriateness. The results of this research have important policy and practice implications for Saudi Arabia, where educational reforms are now underway. The goal of these changes is to boost academic performance by introducing student-specific, interactive gaming into the classroom.
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Journal: IJDS | Year: 2024 | Volume: 8 | Issue: 2 | Views: 1665 | Reviews: 0

 
3.

Game-based student e-learning experience: Empirical evidence from private universities in Jordan Pages 1285-1292 Right click to download the paper Download PDF

Authors: Nawras M. Nusairat, Sari Al-Qaisi, Azhar Shater, Qais Hammouri, Rami M. Al-Dweeri, Jassim Ahmad Al-Gasawneh, Haitham Rizk Fadlallah, Saddam Rateb Darawsheh

DOI: 10.5267/j.ijdns.2023.11.006

Keywords: Gamification, Student Satisfaction, Student Engagement, Jordan

Abstract:
This study investigates the impact of game-based (gamification) e-Learning techniques on students' engagement, thereby, their satisfaction with e-learning in Jordanian private universities. A conceptual model was developed based on existing empirical evidence from the literature. Data was then collected through a self-administered questionnaire survey from 198 private university students, who were conveniently selected for the study. The data was analyzed using Structural Equation Modeling (SEM) with smart PLS 23. Data analysis revealed a positive effect of gamification on both student engagement and satisfaction, suggesting that incorporating gaming elements into the e-learning process in Jordanian private universities led to higher levels of student engagement, thereby greater student satisfaction with the e-learning experience. A mediating role was also found for student engagement on the effect of gamification on student satisfaction. The findings provide insights to practitioners on how gamification can be utilized as an effective strategy to deliver a more enjoyable and interactive e-learning experience. Research findings were discussed, and conclusions and implications were lastly provided.
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Journal: IJDS | Year: 2024 | Volume: 8 | Issue: 2 | Views: 822 | Reviews: 0

 
4.

Beyond digital platforms: Gamified skill development in real-world scenarios and environmental variables Pages 213-220 Right click to download the paper Download PDF

Authors: Mohamad Ahmad Saleem Khasawneh

DOI: 10.5267/j.ijdns.2023.10.002

Keywords: Gamification, Skill Development, Environmental Variables, Saudi Arabia, Introduction

Abstract:
The goal of this study is to investigate the efficacy of gamified training programs and the influence of contextual variables on skill learning in the specific context of Saudi Arabia. Current research examines the impact of cultural and socioeconomic variables on the efficacy of gamification as a motivating tool. Moreover, it explores the use of real-world situations in skill-development initiatives, paying special attention to how such programs mesh with the aims of Saudi Vision 2030. The goal of this lofty strategy is to develop a knowledgeable and talented labor force and stimulate economic growth. Incorporating quantitative analysis helps to reveal a statistically significant and positive association between involvement and the enhancement of abilities, lending credence to the efficacy of gamified techniques. Extensive studies have also shown that a wide range of external influences have a major impact on the educational setting. Culture, social status, technical progress, and level of education are just a few examples of the many characteristics that fall under this category. They all contribute significantly to the educational setting. To effectively bridge the gap between academic ideas and their practical manifestations, it is crucial to include real-world experiences. Policymakers, educators, and organizations working to improve skill development within Saudi Arabia's specific context may gain much-needed insights from the aforementioned results.
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Journal: IJDS | Year: 2024 | Volume: 8 | Issue: 1 | Views: 4137 | Reviews: 0

 
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Factors affecting the acceptance of gamification application in e-banking Pages 601-608 Right click to download the paper Download PDF

Authors: Tuan-Le Anh, Vu-Phan Gia Anh, Nhu-Mai Thi Quynh, Nhan-Nguyen Le, Tram-Nguyen Thi Huyen, Hieu-Nguyen Trung

DOI: 10.5267/j.ijdns.2023.3.011

Keywords: e-banking, Gamification, e-WOM

Abstract:
Gamification is a popular trend that is applied in many fields such as marketing, advertising, education, administration, and communication. In the field of electronic banking (e-banking), gamification uses the available content of businesses, exploits in many different aspects and aims at the ultimate goal of increasing sales, achieving effective marketing. The objective of this paper is to study the factors affecting the adoption of gamification in the field of e-banking. Based on the Technology Acceptance Model (TAM), through a survey of 193 managers, bankers and customers, gamification application has had a positive impact on the acceptance of this new trend in e-banking. The research results show that: ease of use, usefulness, enjoyment, and convenience have an effect on acceptance of gamification. It also shows that clients can manage their investments and buy more mutual funds, thus increasing their chances of winning the game.
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Journal: IJDS | Year: 2023 | Volume: 7 | Issue: 2 | Views: 1580 | Reviews: 0

 
6.

Supply chains are playing games: A review literature on Gamification in supply chain Pages 59-66 Right click to download the paper Download PDF

Authors: Kalya Lakshmi Sainath, Korcha Teja Sai

DOI: 10.5267/j.jfs.2022.11.005

Keywords: Gamification, Supply chain Management, Productivity

Abstract:
Supply chains are changing due to changes in the global environment and to make the strategies effective most of the companies are striving towards the trends in the supply chain. Among the trends gamification is one of those that are creating an impact in the workspace with the techniques that are associated with it. Gamification in the supply chain had the least application and this study gave a road map for the decision makers like supply chain managers with the help of reviewing papers from the databases that are available. Findings say that giants like Amazon and Starbucks are applying gamification techniques to bring more transparency and visibility to reduce errors and to mitigate errors. This paper is providing evidence from the different activities like order management, warehousing activities with case applications are discussed. We conducted systematic literature review with 118 papers on gamification and 22 found relevant to the supply chain and its activities.
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Journal: JFS | Year: 2023 | Volume: 3 | Issue: 1 | Views: 1612 | Reviews: 0

 

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