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Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement

Year 2025, Volume: 42 Issue: 2
https://doi.org/10.32600/huefd.1605212

Abstract

Gamification is one of the innovative approaches and methods that foster the learning process to be more efficient and student-centered in reaching the course’s learning outcomes. This study aims to determine the impact of the gamified Information Literacy (IL) Program on the students' academic performance and to put forward their perception and motivation towards the gamification of the course. The gamified Information Literacy program was designed based on the current Information Literacy education and training programs, curricula, and games in the literature. The content of the Information Literacy program was prepared in seven different modules. Within this scope, ŞARLOT Kütüphanede İşbaşında (ŞARLOT in the Library) game was designed and animation videos were designed. In addition to the gamified IL program, a traditional IL program was also designed. The program was implemented for 13 weeks with second grade students in the Department of Management Information Systems at Ankara Yıldırım Beyazıt University in the fall semester of the 2020-2021 academic year. A total of 43 students, including 21 students in the experimental group and 22 students in the control group, participated in the study. While gamification-enriched hybrid methods were implemented in the experimental group, traditional training methods were implemented in the control group. In order to find out the impact of the program on performance, pre-tests and post-tests were performed on the students in the pre and post-training periods. The pre-test and post-test results indicated that the experimental group who participated in gamification-enriched hybrid education had a high level of success in the test.

References

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  • Boskic, N., & Hu, S. (2015). Gamification in higher education: how we changed roles. European Conference on Games Based Learning, (pp. 741-748). AcademicConferences and Publishing International Limited.
  • Bossavit, B., & Parsons, S. (2018). Outcomes for design and learning when teenagers with autism codesign a serious game: A pilot study. Journal of Computer Assisted Learning, 34(3), 293–305. https://doi.org/10.1111/jcal.12242
  • Bowers, B., Cohen, L.W., Elliot, A.E., Grabowski, D.C., Fishman, N.W., Sharkey, S.S., Zimmerman, S., Horn, S.D., & Kemper, P. (2013). Creating and Supporting a MixedHealthServices Research Team. Health Services Research. 48(6), 2157-2180. https://doi.org/10.1111/1475-6773.12118
  • Cahyani, A. D. (2016). Gamification approach to enhance students’ engagement in studying a language course. In MATEC Web of Conferences, 58, BISSTECH 2015 (s.3-8) . Retrieval address: https://www.growkudos.com/publications/10.1051%25252Fmatecconf%25252F20165803006/reader
  • Camacho-Sánchez, R.; Manzano-León, A.; Rodríguez-Ferrer, J.M.; Serna, J., & Lavega-Burgués , P. (2023). Game-based learning and gamification in physical education: A systematic review. Education Sciences, 13(2), 183. https://doi.org/10.3390/educsci13020183
  • Castro Lopes, F., & Fernandes, S. (2024). The use of gamification for learning SCRUM: Findings from a case study with information systems students. Trends in higher education, 3(2), 245-246. https://doi.org/10.3390/higheredu3020014
  • Christians, G. (2018). The origins and future of gamification [Senior Theses]. University of South Carolina. Retrieval address: https://scholarcommons.sc.edu/senior_theses/254
  • Creswell, J. W., & Plano Clark, V. L. (2011). Designing and conducting mixed methods research. Sage.
  • Deterding, S., Dixon, D., Khaled, R., & Lacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th international academicMindTrek conference: Envisioning Future Media Environment (pp. 9-15) Retrieval address: https://dl.acm.org/doi/10.1145/2181037.2181040
  • Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology and Society, 18(3), 75–88. Retrieval address: https://www.jstor.org/stable/jeductechsoci.18.3.75
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  • Dominguez,A., Saenz-de-Navarrete,J., de-Marcos,L., Fernandez-Sanz,L., Pages, C., & Martinez-Herraiz, J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers and Education, 63, p. 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
  • Giraldez, V.A., Sanmiguel-Rodriguez, A., Alvarez, O.R. and Navarro-Paton (2022). Can gamification influence the academic performance of students?. Sustainability, 14(9). 5115; https://doi.org/10.3390/su14095115
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  • Guo, Y. R. and Goh, D.H. (2016). Library escape: User-centered design of an information literacy game. The Library Quarterly, 86(3). https://doi.org/10.1086/686683
  • Haaranen, L., Ihantola, P., Hakulinen, L., & Korhonen, A. (2014). How (not) tointroducebadges to online exercise. In Proceedings of the 45th ACMtechnical symposium on Computer science education-SIGCSE14(p. 33-38). New York: ACM Press. Retrieval address: https://dl.acm.org/doi/10.1145/2538862.2538921
  • Hamari, J. ve Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the European Conference on Information (pp. 5-8) Retrieval address: https://www.semanticscholar.org/paper/Social-Motivations-To-Use-Gamification%3A-An-Study-Of-Hamari-Koivisto/6fa846f4c594484a402dd7d7c600d927f4a29964
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  • Hamari, J., & Koivisto, J. (2015). Why do people use gamification services?. International Journal of Information Management, 35(4), 419-431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006
  • Huang, B., & Hew, K.F. (2015). Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification. In Proceedings of the 23 rd International Conference on Computers in Education (pp. 275-280). Retrieval address: https://library.apsce.net/index.php/ICCE/article/view/3213/3089
  • Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27, 21-31. https://doi.org/10.1007/s12525-015-0212-z
  • Ismail, M.F., Iksan, Z.H., & Ariffin, R. M. (2021). Effects of using gamification techniques on achievement in science subject. International Journal of Academic Research in Business and Social Sciences, 11(12), 333-343. https://doi.org/10.6007/ijarbss/v11-i12/11769
  • Jaramillo-Mediavilla, L., Basantes-Andrade, A.,Cabezas-Gonzales,M., & Casillas-Martin, S. (2024). Impact of gamification on motivation and academic performance: A systematic review. Education Sciences, 14(6), 639. https://doi.org/10.3390/educsci14060639
  • Kaptan, S. (1998). Bilimsel araştırma ve gözlem teknikleri. Tekışık Matbaası.
  • Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. https://doi.org/10.1016/j.chb.2014.03.007
  • Landers, R.N., Bauer,K. N., & Callan, R.C. (2017). Gamification of task performance with leaderboards:A goal settign experiment. Computers in Human Behavior, 71, 508-515. https://doi.org/10.1016/j.chb.2015.08.008
  • Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange. Quarterly, 15(2), 146. Retrieval address: https://www.semanticscholar.org/paper/Gamification-in-Education%3A-What%2C-How%2C-Why-Bother-Lee-Hammer/dac4c0074b6d0d86977313664a7da98e577a898a
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  • Marcos, L., Dominguez A., & Saenz-de-Navarrete, J. (2014). An empirical study gamificationandsocial networking on e-learning. Computers & Education, 75, 82-91. https://doi.org/10.1016/j.compedu.2014.01.012
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  • Mekler, E.D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Dissembling gamification: The effects of points and meaning on user motivation and performance, In Extended Abstracts on Human Factors in Computing Systems (pp. 1137-1142) Retrieval address: https://www.researchgate.net/publication/236630036_Disassembling_gamification_The_effects_of_points_and_meaning_on_user_motivation_and_performance
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Oyunlaştırılmış Bilgi Okuryazarlığı Hibrit Eğitiminin Öğrenci Başarısı Üzerindeki Etkisi

Year 2025, Volume: 42 Issue: 2
https://doi.org/10.32600/huefd.1605212

Abstract

Dersin öğrenme çıktılarına ulaşılmasında öğrenme etkinliğinin daha verimli ve öğrenci odaklı hale gelmesini sağlayan yenilikçi öğrenme metodolojilerinden biri oyunlaştırmadır. Bu çalışma kapsamında oyunlaştırılmış Bilgi Okuryazarlığı (BOY) Dersinin öğrencilerin başarım durumu üzerindeki etkisini belirlemek ve derslerin oyunlaştırılmasına yönelik algı ve motivasyonu ortaya koymak amaçlanmıştır. Literatürdeki mevcut BOY eğitim ve öğretim programları, müfredatlar ve oyunlara dayanarak oyunlaştırılmış BOY programı tasarlanmıştır. BOY programının içeriği yedi farklı modül olarak hazırlanmıştır. Bu kapsamda, ŞARLOT Kütüphanede İşbaşında BOY oyunu ve animasyon videoları hazırlanmıştır. Oyunlaştırılmış BOY programının yanı sıra, geleneksel BOY programı da tasarlanmıştır. Uygulama, 2020-2021 akademik yılının güz döneminde Ankara Yıldırım Beyazıt Üniversitesi Yönetim Bilişim Sistemleri bölümünde ikinci sınıf öğrencileri ile 13 hafta boyunca gerçekleştirilmiştir. Deney grubu kapsamında 21 öğrenci, kontrol grubu kapsamında da 22 öğrenci olmak üzere toplamda 43 öğrenci çalışmaya katılım sağlamıştır. Deney grubuna oyunlaştırma ile zenginleştirilmiş hibrit eğitim yöntemleri uygulanırken, kontrol grubuna geleneksel eğitim yöntemleri uygulanmıştır. Eğitimin başarım üzerindeki etkisini belirlemek amacıyla eğitim öncesinde ve eğitim sonrasında öğrencilere ön test ve son test uygulanmıştır. Ön test ve son test sonuçları oyunlaştırma ile zenginleştirilmiş hibrit eğitim alan deney grubunun yüksek düzeyde başarım sergilediğini göstermektedir. Bu durumun oyunlaştırılma ile zenginleştirilmiş hibrit program kapsamında oyun ve animasyon videoları ile pekiştirmenin sağlanmasıyla ilgili olduğu düşünülmektedir. Bulgular geleneksel eğitim yöntemlerinin oyunlaştırılmış yöntemlerle zenginleştirilmesinin derslerin etkinliğini artıracağını ortaya koymaktadır.

References

  • Alsadoon, E., Alkhawajah, A. and Suhaim, A.B. (2022), Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction. Heliyon, 8(8), e10249, https://doi.org/10.1016/j.heliyon.2022.e10249
  • Adams, W.C. (2015). Conducting Semi-structured interviews. K.E. Newcomer, H. P. Hatry, J. S. Wholey (Eds.). In Handbook of practical program evaluation (pp. 492-505). Wiley.
  • Banfield, J., & Wilkerson, B. (2014). Increasing student intrinsic motivation and self- gamification pedagogy. Contemporary Issues in Education Research, 7(4), 291-298. https://doi.org/10.19030/cier.v7i4.8843
  • Boskic, N., & Hu, S. (2015). Gamification in higher education: how we changed roles. European Conference on Games Based Learning, (pp. 741-748). AcademicConferences and Publishing International Limited.
  • Bossavit, B., & Parsons, S. (2018). Outcomes for design and learning when teenagers with autism codesign a serious game: A pilot study. Journal of Computer Assisted Learning, 34(3), 293–305. https://doi.org/10.1111/jcal.12242
  • Bowers, B., Cohen, L.W., Elliot, A.E., Grabowski, D.C., Fishman, N.W., Sharkey, S.S., Zimmerman, S., Horn, S.D., & Kemper, P. (2013). Creating and Supporting a MixedHealthServices Research Team. Health Services Research. 48(6), 2157-2180. https://doi.org/10.1111/1475-6773.12118
  • Cahyani, A. D. (2016). Gamification approach to enhance students’ engagement in studying a language course. In MATEC Web of Conferences, 58, BISSTECH 2015 (s.3-8) . Retrieval address: https://www.growkudos.com/publications/10.1051%25252Fmatecconf%25252F20165803006/reader
  • Camacho-Sánchez, R.; Manzano-León, A.; Rodríguez-Ferrer, J.M.; Serna, J., & Lavega-Burgués , P. (2023). Game-based learning and gamification in physical education: A systematic review. Education Sciences, 13(2), 183. https://doi.org/10.3390/educsci13020183
  • Castro Lopes, F., & Fernandes, S. (2024). The use of gamification for learning SCRUM: Findings from a case study with information systems students. Trends in higher education, 3(2), 245-246. https://doi.org/10.3390/higheredu3020014
  • Christians, G. (2018). The origins and future of gamification [Senior Theses]. University of South Carolina. Retrieval address: https://scholarcommons.sc.edu/senior_theses/254
  • Creswell, J. W., & Plano Clark, V. L. (2011). Designing and conducting mixed methods research. Sage.
  • Deterding, S., Dixon, D., Khaled, R., & Lacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th international academicMindTrek conference: Envisioning Future Media Environment (pp. 9-15) Retrieval address: https://dl.acm.org/doi/10.1145/2181037.2181040
  • Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology and Society, 18(3), 75–88. Retrieval address: https://www.jstor.org/stable/jeductechsoci.18.3.75
  • Dichev, C. & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technologyin Higher Education, 14(9). https://doi.org/10.1186/s41239-017-0042-5
  • Dominguez,A., Saenz-de-Navarrete,J., de-Marcos,L., Fernandez-Sanz,L., Pages, C., & Martinez-Herraiz, J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers and Education, 63, p. 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
  • Giraldez, V.A., Sanmiguel-Rodriguez, A., Alvarez, O.R. and Navarro-Paton (2022). Can gamification influence the academic performance of students?. Sustainability, 14(9). 5115; https://doi.org/10.3390/su14095115
  • Gumulak, S. & Webber, S. (2011). Playing video games: learning and information literacy. Aslib Journal of Information Management, 63(2), 241-255. https://doi.org/10.1108/00012531111135682
  • Guo, Y. R. and Goh, D.H. (2016). Library escape: User-centered design of an information literacy game. The Library Quarterly, 86(3). https://doi.org/10.1086/686683
  • Haaranen, L., Ihantola, P., Hakulinen, L., & Korhonen, A. (2014). How (not) tointroducebadges to online exercise. In Proceedings of the 45th ACMtechnical symposium on Computer science education-SIGCSE14(p. 33-38). New York: ACM Press. Retrieval address: https://dl.acm.org/doi/10.1145/2538862.2538921
  • Hamari, J. ve Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the European Conference on Information (pp. 5-8) Retrieval address: https://www.semanticscholar.org/paper/Social-Motivations-To-Use-Gamification%3A-An-Study-Of-Hamari-Koivisto/6fa846f4c594484a402dd7d7c600d927f4a29964
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?- A literature review ofempirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). Retrieval address: https://www.semanticscholar.org/paper/Does-Gamification-Work-A-Literature-Review-of-on-Hamari-Koivisto/0768149ce1170691bcde8b4539153a282f0cc74c.
  • Hamari, J., & Koivisto, J. (2015). Why do people use gamification services?. International Journal of Information Management, 35(4), 419-431. https://doi.org/10.1016/j.ijinfomgt.2015.04.006
  • Huang, B., & Hew, K.F. (2015). Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification. In Proceedings of the 23 rd International Conference on Computers in Education (pp. 275-280). Retrieval address: https://library.apsce.net/index.php/ICCE/article/view/3213/3089
  • Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27, 21-31. https://doi.org/10.1007/s12525-015-0212-z
  • Ismail, M.F., Iksan, Z.H., & Ariffin, R. M. (2021). Effects of using gamification techniques on achievement in science subject. International Journal of Academic Research in Business and Social Sciences, 11(12), 333-343. https://doi.org/10.6007/ijarbss/v11-i12/11769
  • Jaramillo-Mediavilla, L., Basantes-Andrade, A.,Cabezas-Gonzales,M., & Casillas-Martin, S. (2024). Impact of gamification on motivation and academic performance: A systematic review. Education Sciences, 14(6), 639. https://doi.org/10.3390/educsci14060639
  • Kaptan, S. (1998). Bilimsel araştırma ve gözlem teknikleri. Tekışık Matbaası.
  • Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. https://doi.org/10.1016/j.chb.2014.03.007
  • Landers, R.N., Bauer,K. N., & Callan, R.C. (2017). Gamification of task performance with leaderboards:A goal settign experiment. Computers in Human Behavior, 71, 508-515. https://doi.org/10.1016/j.chb.2015.08.008
  • Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange. Quarterly, 15(2), 146. Retrieval address: https://www.semanticscholar.org/paper/Gamification-in-Education%3A-What%2C-How%2C-Why-Bother-Lee-Hammer/dac4c0074b6d0d86977313664a7da98e577a898a
  • Linehan, C., Kirman, B., Lawson, S., & Chan, G. (2011). Practical, appropriate, empirically-validated guidelines for designing educational games. In ACM Annual Conference on Human Factors in Computing Systems (pp. 1979–1988). Retrieval Address: https://doi.org/10.1145/1978942.1979229
  • Machajewski, S. (2017). Gamification strategies in a hybrid exemplary college course. International Journal of Educational Technology, 4(3), 1-16. Retrieval address: https://files.eric.ed.gov/fulltext/ED577701.pdf
  • Marcos, L., Dominguez A., & Saenz-de-Navarrete, J. (2014). An empirical study gamificationandsocial networking on e-learning. Computers & Education, 75, 82-91. https://doi.org/10.1016/j.compedu.2014.01.012
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There are 52 citations in total.

Details

Primary Language English
Subjects Library Studies
Journal Section Articles
Authors

Demet Soylu 0000-0002-2005-6875

Özgür Külcü 0000-0002-2204-3170

Early Pub Date September 10, 2025
Publication Date October 11, 2025
Submission Date December 22, 2024
Acceptance Date June 4, 2025
Published in Issue Year 2025 Volume: 42 Issue: 2

Cite

APA Soylu, D., & Külcü, Ö. (2025). Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement. Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi, 42(2). https://doi.org/10.32600/huefd.1605212