کتابداری و اطلاعرسانی (Jul 2024)
A Model for Experiences Documentation of Faculty Members Based on Chou's Octalysis Gamification Framework Using the Meta-Synthesis Method
Abstract
Objective: Gamification is an innovative approach that uses attractive and fun game elements in the real world to increase user engagement and motivation and provide sustainable experiences. By identifying the components of documenting experiences, the present study aims to present a conceptual model of documenting the experiences of university faculty members based on the gamification framework of Octalysis Chou. Methodology: In terms of the objective, the current research is of an applied type, which was carried out with a qualitative approach and a Meta-synthesis method based on the seven-step model of Sandelowski and Barroso and MaxQDA software. The statistical population of the research includes all scientific works related to documentation of experiences, knowledge management and gamification in the period from 2006 to 2023 (corresponding to 1383 to 1402), of which 85 works were selected for review and analysis. Findings: Finally, out of 187 codes, 75 indicators of documentation of experiences were extracted from the studied scientific sources and included in 16 components and 8 drivers of the Octalysis framework, including epic meaning & Calling (first driver), Development & Accomplishment (second driver), Empowerment of Creativity & Feedback (third drive), Ownership & Possession (fourth drive), Social Influence & Relatedness (fifth drive), scarcity and impatience (sixth drive), unpredictability & curiosity (seventh drive) and finally loss and avoidance (8th Pishran), were categorized and based on that, the conceptual model of the research was formed. In general, it can be said that the conceptual model presented with the gamification approach can help motivate faculty members to document their experiences. Conclusion: In the design and implementation of the model for documenting the experiences of faculty members, it is necessary to include the identified motivational indicators and components related to the Octalysis gamification framework, such as indicators and components related to individual attitude, knowledge management system achievements, individual and organizational achievements, autonomy, Self-efficacy, providing feedback, user accounts, trust, formal and informal experience sharing platforms, organizational communication, curiosity, reward unpredictability and fear of experience sharing should be considered. The implementation of these indicators can change behavior, increase participation, commitment and encourage faculty members to share experiences, increase effectiveness, reduce rework and financial costs in the country's higher education system.
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