Ebrahim Rajabpour; Maedeh Dehghan
Abstract
The purpose of the present study was the pathology of outsourcing challenges of civil registration service in Bushehr Province. It is positivist in terms of paradigm, applied in terms of purpose, and descriptive survey in terms of type. The statistical population consisted of experts from the General ...
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The purpose of the present study was the pathology of outsourcing challenges of civil registration service in Bushehr Province. It is positivist in terms of paradigm, applied in terms of purpose, and descriptive survey in terms of type. The statistical population consisted of experts from the General Directorate of Status Registration of Bushehr province. This research was performed in two stages and in a mixed manner. Firstly, outsourcing challenges were extracted by analyzing scientific sources. Afterward, by forming a focus group and consulting the experts of the Civil Registration Organization, the ultimate indicators were prioritized through the Fuzzy method. Secondly, the extracted components and indicators were examined and ranked using the hierarchical technique. The research tool in both stages was a researcher-made questionnaire whose validity was confirmed by professors and experts in this field, and its reliability was evaluated and confirmed using the incompatibility rate (0.025). Findings in the first stage revealed that 19 out of 31 indicators are of higher weight for entering the second stage of the study. These indicators were divided into four general components: risk of duty, employees’ demotivation, devaluation of the organization, and diminishing control. Results demonstrated that diminishing control with a 0.367 score, duty with a 0.237 score, devaluation of organization with a 0.204 score, and demotivation with a 0.191 score were in the first to fourth places.
Ahmad Ghorbanpour; Ebrahim Rajabpour; Azizeh Hosseinieghbal
Abstract
In the modern era, gamification is increasingly used as an essential part of services, software, and systems to engage and motivate users and arouse their appropriate behaviors. The main assumption is that gamification can increase the system's ability to meet innate needs and promote the productivity ...
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In the modern era, gamification is increasingly used as an essential part of services, software, and systems to engage and motivate users and arouse their appropriate behaviors. The main assumption is that gamification can increase the system's ability to meet innate needs and promote the productivity of the staff and system, accordingly. Thus, the present study aims at identifying and prioritizing the factors affecting gamification by applying the fuzzy SWARA approach. This study is applied and qualitative-quantitative in terms of objective and methodology, respectively. The population includes the faculty members of Persia Gulf University who were familiar with the research topic. The sample members were selected through a purposive non-random sampling method of judgment with several 14 members. The researcher-made questionnaire was used to collect the data. By comparatively reviewing the literature and taking the experts' opinion, 16 factors affecting gamification were identified and analyzed. The research results indicate that the variables of ease of use, learning opportunities, and game identification have the highest weights, while the factors of signs, progress ladder, and sociability have the lowest weights. Hence, to implement the gamification approach in Persia Gulf University, the factors with the highest weights should receive the most attention.ty, the factors with the highest weights should receive the most attention.