The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement

This paper discusses the potential benefits of using gamification techniques to increase student engagement with library resources. It outlines the link between student use of library resources and academic achievement, and suggests that gamification has to potential to increase usage of resources,...

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Bibliographic Details
Main Author: Andrew Walsh
Format: Article
Language:English
Published: University of Bergen 2014-06-01
Series:Nordic Journal of Information Literacy in Higher Education
Online Access:https://noril.uib.no/article/view/2506
Description
Summary:This paper discusses the potential benefits of using gamification techniques to increase student engagement with library resources. It outlines the link between student use of library resources and academic achievement, and suggests that gamification has to potential to increase usage of resources, which may also increase academic achievement. Some early findings from an implementation of a gamification project, Lemontree, are also discussed in which students reported increased usage of library resources and their acceptance of gamification techniques in Higher Education.
ISSN:1890-5900