TY - JOUR T1 - Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources TT - Kütüphane Kaynaklarıyla Etkileşimin Artırılmasında Kullanıcı Algılarının ve Oyunlaştırma Unsurlarının Etkinliğinin Değerlendirilmesi AU - Durodolu, Oluwole AU - Ojo, Joshua AU - Ajayi, Taiwo Abosede PY - 2025 DA - June Y2 - 2025 DO - 10.26650/bba.2025.23.1633527 JF - Bilgi Ve Belge Araştırmaları PB - İstanbul Üniversitesi WT - DergiPark SN - 2148-8975 SP - 21 EP - 34 IS - 23 LA - en AB - This study investigates user perceptions of gamification and its effectiveness in enhancing engagement with academic library resources. A descriptive survey research design was adopted, employing a two-stage sampling technique across two geopolitical zones in Nigeria—North Central and South-West. Four universities with Library and Information Science programs were purposively selected. The study population included 296 undergraduate and graduate students, from which a purposive sample of 198 respondents was drawn. Data were collected using a questionnaire administered via Google Forms, yielding a response rate of 97.5%. The questionnaire was distributed through WhatsApp, with research assistants facilitating participation and ensuring completion, thereby enhancing the reliability and validity of the responses. Frequency, percentage mean, standard deviations and Chi-square analysis were used to analyse the data.The findings revealed that 56.0% of respondents had no prior experience with gamification, although a notable 33.7% expressed open, varied reflections, indicating emerging interest and latent potential. In terms of motivation, social features (45.1%) and virtual rewards (32.1%) were the most preferred gamification elements, followed by points and badges. Clear goals and objectives were deemed essential (47.7%) or extremely important (11.4%) by most users, highlighting the role of structured frameworks in enhancing user participation. KW - Librarianship KW - fourth industrial revolution KW - artificial intelligence KW - gamification KW - digital badges KW - academic libraries N2 - Bu çalışma, oyunlaştırmaya ilişkin kullanıcı algılarını ve oyunlaştırmanın akademik kütüphane kaynaklarına katılımı artırmadaki etkinliğini araştırmaktadır. Nijerya'nın iki jeopolitik bölgesi olan Kuzey Merkez ve Güney-Batı'da iki aşamalı örnekleme tekniği kullanılarak betimsel bir anket araştırma tasarımı benimsenmiştir. Araştırma için kütüphane ve bilgi bilimleri programı olan dört üniversite seçilmiştir. Çalışma evreni, 296 lisans ve yüksek lisans öğrencisinden oluşmakta olup, 198 katılımcıdan oluşan amaçlı bir örneklem seçilmiştir. Veriler, Google Formlar aracılığıyla uygulanan bir anket kullanılarak toplanmış ve %97,5'lik bir yanıt oranı elde edilmiştir. Anket, WhatsApp aracılığıyla dağıtılmış, araştırma asistanları katılımı kolaylaştırmış ve anketin doldurulmasını sağlamış, böylece yanıtların güvenilirliği ve geçerliliği artırılmıştır. Verilerin analizinde frekans, yüzde ortalaması, standart sapma ve Ki-kare analizi kullanılmıştırBulgular, katılımcıların %56,0'sının oyunlaştırma konusunda daha önce bir deneyimi olmadığını ortaya koymuş, ancak %33,7'lik kayda değer bir kesim, ortaya çıkan ilgi ve gizli potansiyele işaret eden açık ve çeşitli düşünceler ifade etmiştir. Motivasyon açısından, sosyal özellikler (%45,1) ve sanal ödüller (%32,1) en çok tercih edilen oyunlaştırma unsurları olurken, bunları puanlar ve rozetler takip etmiştir. Net amaçlar ve hedefler çoğu kullanıcı tarafından gerekli (%47,7) veya son derece önemli (%11,4) olarak görülmüş ve yapılandırılmış çerçevelerin kullanıcıyı geliştirmedeki rolünü vurgulamıştır. CR - Alaban, A. (2024). Gamification techniques to enhance student engagement in library services. 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