Kazem Askarifar

Dr. Kazem Askarifar

orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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4 February 2023 in Environment, Development and Sustainability
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Journal Article
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DRDamoon Razmjooei
Damoon Razmjooei
MAMoslem Alimohammadlou
Moslem Alimohammadlou
HKHabib-Allah Ranaei Kordshouli
Habib-Allah Ranaei Kordshouli
KAKazem Askarifar
Kazem Askarifar

10 June 2021 in Environment, Development and Sustainability
Verified
Journal Article
Closed access
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SMSahar Mohamadi
Sahar Mohamadi
AAAbbas Abbasi
Abbas Abbasi
HKHabib-Allah Ranaei Kordshouli
Habib-Allah Ranaei Kordshouli
KAKazem Askarifar
Kazem Askarifar

20 August 2023 in Technovation
Verified
Journal Article
Closed access
FFForoogh Farjam
Foroogh Farjam
PSPayam Shojaei
Payam Shojaei
KAKazem Askarifar
Kazem Askarifar

11 October 2023 in Journal of Financial Services Marketing
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Journal Article
Closed access
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AEAbolghasem Ebrahimi
Abolghasem Ebrahimi
KAKazem Askarifar
Kazem Askarifar
ANAmin Nikbakht
Amin Nikbakht

29 September 2025 in Global Journal of Flexible Systems Management
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Journal Article
Closed access
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PSPayam Shojaei
Payam Shojaei
AAAlireza Rashidi Alavije
Alireza Rashidi Alavije
KAKazem Askarifar
Kazem Askarifar

7 March 2023 in Research and Practice in Technology Enhanced Learning
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Journal Article
Open access
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KAKazem Askarifar
Kazem Askarifar
ASAli Akbar Safavi
Ali Akbar Safavi
PTPegah Jahanbakhsh Tehrani
Pegah Jahanbakhsh Tehrani
MKMohamad Hosein Karami
Mohamad Hosein Karami
The aim of this study is to design and implement an e-learning course for distributors of fast-moving consumer goods using gamification. In the first step, the components of the in-store assortment are extracted using a systematic literature review, and customer preferences in each of these factors were determined as users’ opinions of 387 customers. In the next step, the game is designed based on the persuasive game design (PGD) model, and the mechanics, dynamics, and aesthetics (MDA) of the game were determined by an experts’ panel, and a mobile app is designed as a learning tool. In the following step, the designed game was carried out by the distributors and the game prizes are awarded to the winners. Finally, the effects of the gamified e-learning are evaluated using the IMI questionnaire and analyzing the players’ points. Findings show that enjoyment, perceived competence, effort importance, pressure tension, perceived choice, and usefulness of this course are significantly higher than average. Besides, the average of points gets higher during repetition rounds while the dispersion of the points gets lower. As a result, it seems that gamification could be a valuable alternative to learning operational tricks for marketing staff, especially distributors.