With the joint cooperation of Payam Noor University and the Scientific Association of Iran Public Library Advancement

Document Type : Research Paper

Authors

1 Associate Professor, Department of Information Science and Knowledge Studies, Faculty of Psychology and Educational Sciences, Allameh Tabataba’i University, Tehran, Iran

2 M.A.knowledge and information science department, Faculty of Psychology and Educational Sciences, Allameh Tabataba’i University, Tehran, Iran

Abstract

Purpose: The present research was conducted with the aim of identifying the impact of the gamification component (reward) on the external and internal motivation (based on Herzberg's theory) of the librarians of the specialized library of the Information Technology and Agricultural Information Center.
Methodology: The current research is applied and conducted with a descriptive survey method. The statistical population of the current research is the staff of the specialized library of the Information Technology and Information Center of Tehran. M. Markovski with 4 factors of game mechanics, emotions, behavior, motivation. In this questionnaire, the reward component of gamification and job motivation was investigated. In the current research, its content validity and reliability were determined with Cronbach's alpha coefficient, and its value is 0.75, which is reliable. Descriptive and inferential statistics were used in SPSS 23 statistical software for data analysis
Findings: The gamification component of rewards based on Herzberg criteria of extrinsic motivation including salary and wages, environmental policy, communication, job security, working environment conditions, supervision and supervision in the specialized library staff of Tehran Agricultural Information and Information Technology Center with an average of 4.4, significant effect has it. The reward gamification component has a significant effect on internal motivation criteria including recognition and appreciation, career progress and development, nature of work, job responsibility, job position with an approximate average of 4.2.
Conclusion: The results of the research show that the gamification component of rewards has an effect on external motivation and internal motivation in the specialized library staff of the Information Technology and Agricultural Information Center, and it is suggested that the specialized working group of gamification in the specialized library of the Agricultural Jihad Information Center and the use of active people In the field of gamification to create positive changes in the human resources sector.

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