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Gamification and Essential Determinates of Motivational Level: An Application of Self-Determination Theory in Egypt

المصدر: المجلة العلمية للدراسات التجارية والبيئية
الناشر: جامعة قناة السويس - كلية التجارة بالاسماعيلية
المؤلف الرئيسي: Aly, Niveen Ezzat (Author)
المجلد/العدد: مج11, ع4
محكمة: نعم
الدولة: مصر
التاريخ الميلادي: 2020
الصفحات: 557 - 610
DOI: 10.21608/JCES.2020.143661
ISSN: 2090-3782
رقم MD: 1112322
نوع المحتوى: بحوث ومقالات
اللغة: الإنجليزية
قواعد المعلومات: EcoLink
مواضيع:
كلمات المؤلف المفتاحية:
Gamification | SDT | Online Recruitment | IMI
رابط المحتوى:
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024 |3 10.21608/JCES.2020.143661 
041 |a eng 
044 |b مصر 
100 |9 598471  |a Aly, Niveen Ezzat  |e Author 
245 |a Gamification and Essential Determinates of Motivational Level:  |b An Application of Self-Determination Theory in Egypt 
260 |b جامعة قناة السويس - كلية التجارة بالاسماعيلية  |c 2020 
300 |a 557 - 610 
336 |a بحوث ومقالات  |b Article 
520 |b Gamification has become a trend in organizations in different industries. However, little research has empirically analyzed its potential for recruitment. This research aims to determine the extent of significant differences in motivational level between job seekers who used gamification (Gamification Group) GG and those who did not (Non-Gamification) NG. Also, to identify the significant differences in motivational level from use of gamification according to their characteristics. The comparative inferential descriptive method was applied. To measure the motivational level researcher used the Intrinsic Motivation Inventory Scale. The research was an experimental study the two groups are the experimental who used gamification on the recruiter site, and the control group that did not use gamification but other methods like emails or in-person. The research population was all job seekers and students of the Faculty of Commerce, Cairo University (Georgia, and English Section) at the undergraduate and postgraduate levels (MBA) in the second semester of the academic year 2018-2019 who search for vacancies (job-seekers). Convenience Sampling was applied, the sample size was 400, divided into two equal groups one for the (GG) and the other for (NG) data gathered via an online survey. The results of the study confirmed the existence of significant differences in the level of motivation between the two groups, and the results proved that there were no significant differences in the motivational level of (GG) according to their characteristics. There is only one recruiter company applying gamification in recruitment processes in Egypt (Hire Hunt) this study depends on the use of its interactive platform. This research is genuine for being the first experimental study in Egypt regarding gamification and motivation for job-seekers perspectives. This study provides a theoretical foundation based on Self- Determination Theory (SDT) and empirical support for the use of business simulation games in gamified recruitment processes. 
653 |a التلعيب  |a التوظيف  |a الإنترنت  |a طلبة الجامعات 
692 |b Gamification  |b SDT  |b Online Recruitment  |b IMI 
773 |4 إدارة الأعمال  |6 Business  |c 045  |e Journal of Commercial & Environmental Studies (JCES)  |f Al-Mağallah Al-ʿilmiyyaẗ Lil Dirāsāt Al-Tuğāriyyaẗ wa Al-Buḥūṯ Al-Bī’iyyaẗ  |l 004  |m مج11, ع4  |o 0335  |s المجلة العلمية للدراسات التجارية والبيئية  |v 011  |x 2090-3782 
856 |u 0335-011-004-045.pdf  |n https://jces.journals.ekb.eg/article_143661.html 
930 |d y  |p y  |q n 
995 |a EcoLink 
999 |c 1112322  |d 1112322