The Use of Gamification Strategies to Improve Student Participation in Library Services
Keywords:
gamification; library services; student engagement; mixed-methods; information literacyAbstract
This study aims to examine the impact of gamification techniques on enhancing student engagement in library services. A mixed-methods approach was employed, integrating both quantitative and qualitative data to provide a comprehensive understanding of user behavior. Quantitative data were collected through surveys measuring library visit frequency, book borrowing, digital resource access, and participation in gamified activities. Qualitative data were obtained through interviews and focus group discussions to explore intrinsic motivation, social interaction, and sense of achievement. The findings reveal that gamification significantly improves student engagement in library services, both in terms of usage frequency and the quality of interaction with learning resources. Gamification elements such as points, badges, leaderboards, and challenges effectively enhance learning motivation, strengthen social interaction, and encourage deeper exploration of academic resources. The study concludes that gamification is an effective strategy for transforming libraries into more interactive, participatory, and user-centered learning environments.
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