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Gamification Really Works Out! An Experiment among Adolescents Reading Gamified Electronic Books | ||
| International Journal of Digital Content Management | ||
| مقالات آماده انتشار، پذیرفته شده، انتشار آنلاین از تاریخ 05 مهر 1404 | ||
| نوع مقاله: Original Article | ||
| شناسه دیجیتال (DOI): 10.22054/dcm.2025.85674.1270 | ||
| نویسندگان | ||
| Masoumeh Hasani1؛ Hamid Keshavarz2؛ Amir Reza Asnafi* 3؛ Reza Basiriran Jahromi4 | ||
| 1MSc of Knowledge and Information Science | ||
| 2Department of Information Science and Knowledge Studies, Faculty of Education & Psychology, Shahid Beheshti University, Tehran, Iran | ||
| 3Management of Information Science Department, Shahid Beheshti University (SBU), Tehran, Iran | ||
| 4Department of Medical Library and Information Science, Bushehr University of Medical Sciences, Bushehr, Iran | ||
| چکیده | ||
| Purpose: The current study examined the effectiveness of gamified reading of electronic books by adolescents in school libraries. Methods: A randomized sample of students aged 11 to 12 years including two control and experimental groups from four schools participated in this study. According to the Mechanics, Dynamics, and Emotions (MDE) framework, six gamification elements were implemented as group challenges. Findings: The experiences made were then evaluated based on a quasi-experimental design with a post-test via the GAMEX scale. Multiple independent t-tests using SPSS 26.0 showed that the gamified experience and its relevant subscales including enjoyment, absorption, creative thinking, activation, absence of negative affect, and dominance differed significantly between the two groups. Therefore, the results showed that implementing gamification in users’ experience while reading in a gamified environment is highly effective. Conclusions: The present study indicates the importance of gamification in adolescents' reading and learning experiences, which can be of interest to experts in education and computer science. | ||
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