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Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources

Yıl 2025, Sayı: 23, 21 - 34, 26.06.2025
https://doi.org/10.26650/bba.2025.23.1633527

Öz

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.

Kaynakça

  • Alaban, A. (2024). Gamification techniques to enhance student engagement in library services. Library Progress International, 44(1s), 01-16. google scholar
  • Anderson, C., Burgess, M., & Mellor, D. (2021). Gamification for user engagement in educational contexts: A meta-analysis and review of recent studies. Journal of Educational Technology. google scholar
  • Bigdeli, Z., Haidari, G., HajiYakhchali, A., & BasirianJahromi, R. (2016). Gamification in library websites based on motivational theories. Webology, 13 (1), 1-12. Available at: https://www.webology.org/2016/v13n1/a146.pdf (accessed 10 October 2024). google scholar
  • Colasanti, N., Fiori, V., & Frondizi, R. (2020). Promoting knowledge circulation in public libraries: The role of gamification. Library Management, 41(8/9), 669-676. google scholar
  • Creswell, J. W., & Poth, C. N. (2018). Qualitative Inquiry and Research Design: Choosing Among Five Approaches (4th ed.). SAGE Publi-cations. google scholar
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic Mind Trek Conference: Envisioning Future Media Environments. google scholar
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non-gaming contexts. CHI '11 Extended Abstracts on Human Factors in Computing Systems, 2425-2428. https://doi.org/l0.1145/l979742.1979575. google scholar
  • Dogan, O. (2023). Investigating the impact of gamification on student engagement and vocabulary achievement in a blended (EAP) course (Doctoral thesis). Middle East Technical University. google scholar
  • Durodolu, O.O., Onaade, J.O., Ajayi, T. (2025). Examining the characteristics and perceptions of gamification strategies for enhancing library resource exploration among information science students and professionals. Journal of Library Management. Vol. 49, Iss 8/9. google scholar
  • George, S. (2025). What are the benefits and challenges of using gamification in library instruction? LinKedln. Available at: https://www. linkedin.eom/advice/0/what-benefits-challenges-using-gamification-1f google scholar
  • Hail, M. (2014). What is gamification and why use it in teaching? Available at: https://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/ (accessed 10 October 2024). google scholar
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE. google scholar
  • Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work? A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025-3034. google scholar
  • Hrckovâ, A. (2011). Discovering user preferences in gamification for libraries: A methodological approach. Springer-Verlag. google scholar
  • Jacobs, B. R. (2018). Gamification in libraries. Available at: https://cdn2.hubspot.net/hubfs/500824/Gamification%20in%20Libraries. pdf?t=1531494881373 (accessed 12 December 2020). google scholar
  • Jug, T. (2023). Exploring the role of games and gamification in academic libraries from the perspective of LIS educators. SAGE Journals. https://journals.sagepub.com/doi/l0.3233/EFI-230038 google scholar
  • Jung, K & Wang, L. (2021). A study on the effect of gamification on use-intention and participation in libraries. ICIC Express Letters. Part B, Applications: An International Journal of Research and Surveys, 12, 9-15. google scholar
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210. google scholar
  • Landers, R. N., Bauer, K. N., & Callan, R. C. (2018). Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 71, 508-515. google scholar
  • Liu, Y. (2019). Gamification in libraries: A survey of academic libraries in Taiwan. The Journal of Academic Librarianship, 45(5), 102-110. https://doi.Org/l0.1016/j.acalib.2019.05.001 google scholar
  • Mayer, R. E. (2004). Should there be a three-strike rule against pure discovery learning? The case for guided methods of instruction. American Psychologist, 59(1), 14-19. google scholar
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behaviour, 71, 525-534. google scholar
  • Radhakrishnan, A. (2013). Gamification: En 'gaming' to increase loyalty. Infosys Labs Briefings, 11(3), 3-7. google scholar
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. google scholar
  • Suh, A., Kim, J., & Kim, J. (2019). The impact of gamification on user engagement: A study on the motivation to play video games. International Journal of Human-Computer Interaction, 35(18), 1677-1690. google scholar
  • Sukovic, S., Litting, D., & England, A. (2011). Playing with the future: Library engagement and change. Australian Academic & Research Libraries, 42(2), 70-87. google scholar
  • Tang, Y., & Ho, G. T. S. (2021). Gamification in education: A bibliometric analysis and research trend review. Education and Information Technologies, 26(6), 6973-7000. google scholar
  • Toda, A. M., Valle, P. H. M., & Isotani, S. (2019). The dark side of gamification: An overview of negative effects of gamification in education. Communications in Computer and Information Science, 1007, 143-156. google scholar
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press. google scholar
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press. google scholar

Kütüphane Kaynaklarıyla Etkileşimin Artırılmasında Kullanıcı Algılarının ve Oyunlaştırma Unsurlarının Etkinliğinin Değerlendirilmesi

Yıl 2025, Sayı: 23, 21 - 34, 26.06.2025
https://doi.org/10.26650/bba.2025.23.1633527

Öz

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 kullanılmıştır

Bulgular, 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.

Kaynakça

  • Alaban, A. (2024). Gamification techniques to enhance student engagement in library services. Library Progress International, 44(1s), 01-16. google scholar
  • Anderson, C., Burgess, M., & Mellor, D. (2021). Gamification for user engagement in educational contexts: A meta-analysis and review of recent studies. Journal of Educational Technology. google scholar
  • Bigdeli, Z., Haidari, G., HajiYakhchali, A., & BasirianJahromi, R. (2016). Gamification in library websites based on motivational theories. Webology, 13 (1), 1-12. Available at: https://www.webology.org/2016/v13n1/a146.pdf (accessed 10 October 2024). google scholar
  • Colasanti, N., Fiori, V., & Frondizi, R. (2020). Promoting knowledge circulation in public libraries: The role of gamification. Library Management, 41(8/9), 669-676. google scholar
  • Creswell, J. W., & Poth, C. N. (2018). Qualitative Inquiry and Research Design: Choosing Among Five Approaches (4th ed.). SAGE Publi-cations. google scholar
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic Mind Trek Conference: Envisioning Future Media Environments. google scholar
  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non-gaming contexts. CHI '11 Extended Abstracts on Human Factors in Computing Systems, 2425-2428. https://doi.org/l0.1145/l979742.1979575. google scholar
  • Dogan, O. (2023). Investigating the impact of gamification on student engagement and vocabulary achievement in a blended (EAP) course (Doctoral thesis). Middle East Technical University. google scholar
  • Durodolu, O.O., Onaade, J.O., Ajayi, T. (2025). Examining the characteristics and perceptions of gamification strategies for enhancing library resource exploration among information science students and professionals. Journal of Library Management. Vol. 49, Iss 8/9. google scholar
  • George, S. (2025). What are the benefits and challenges of using gamification in library instruction? LinKedln. Available at: https://www. linkedin.eom/advice/0/what-benefits-challenges-using-gamification-1f google scholar
  • Hail, M. (2014). What is gamification and why use it in teaching? Available at: https://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/ (accessed 10 October 2024). google scholar
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE. google scholar
  • Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work? A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025-3034. google scholar
  • Hrckovâ, A. (2011). Discovering user preferences in gamification for libraries: A methodological approach. Springer-Verlag. google scholar
  • Jacobs, B. R. (2018). Gamification in libraries. Available at: https://cdn2.hubspot.net/hubfs/500824/Gamification%20in%20Libraries. pdf?t=1531494881373 (accessed 12 December 2020). google scholar
  • Jug, T. (2023). Exploring the role of games and gamification in academic libraries from the perspective of LIS educators. SAGE Journals. https://journals.sagepub.com/doi/l0.3233/EFI-230038 google scholar
  • Jung, K & Wang, L. (2021). A study on the effect of gamification on use-intention and participation in libraries. ICIC Express Letters. Part B, Applications: An International Journal of Research and Surveys, 12, 9-15. google scholar
  • Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210. google scholar
  • Landers, R. N., Bauer, K. N., & Callan, R. C. (2018). Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 71, 508-515. google scholar
  • Liu, Y. (2019). Gamification in libraries: A survey of academic libraries in Taiwan. The Journal of Academic Librarianship, 45(5), 102-110. https://doi.Org/l0.1016/j.acalib.2019.05.001 google scholar
  • Mayer, R. E. (2004). Should there be a three-strike rule against pure discovery learning? The case for guided methods of instruction. American Psychologist, 59(1), 14-19. google scholar
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behaviour, 71, 525-534. google scholar
  • Radhakrishnan, A. (2013). Gamification: En 'gaming' to increase loyalty. Infosys Labs Briefings, 11(3), 3-7. google scholar
  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. google scholar
  • Suh, A., Kim, J., & Kim, J. (2019). The impact of gamification on user engagement: A study on the motivation to play video games. International Journal of Human-Computer Interaction, 35(18), 1677-1690. google scholar
  • Sukovic, S., Litting, D., & England, A. (2011). Playing with the future: Library engagement and change. Australian Academic & Research Libraries, 42(2), 70-87. google scholar
  • Tang, Y., & Ho, G. T. S. (2021). Gamification in education: A bibliometric analysis and research trend review. Education and Information Technologies, 26(6), 6973-7000. google scholar
  • Toda, A. M., Valle, P. H. M., & Isotani, S. (2019). The dark side of gamification: An overview of negative effects of gamification in education. Communications in Computer and Information Science, 1007, 143-156. google scholar
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press. google scholar
  • Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press. google scholar
Toplam 30 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Bilgi Sistemleri Eğitimi, Elektronik Belge Yönetim Sistemleri
Bölüm Araştırma Makaleleri
Yazarlar

Oluwole Durodolu 0000-0003-2734-8165

Joshua Ojo 0000-0002-4601-5211

Taiwo Abosede Ajayi 0000-0001-7337-9419

Yayımlanma Tarihi 26 Haziran 2025
Gönderilme Tarihi 5 Şubat 2025
Kabul Tarihi 23 Haziran 2025
Yayımlandığı Sayı Yıl 2025 Sayı: 23

Kaynak Göster

APA Durodolu, O., Ojo, J., & Ajayi, T. A. (2025). Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi Ve Belge Araştırmaları(23), 21-34. https://doi.org/10.26650/bba.2025.23.1633527
AMA Durodolu O, Ojo J, Ajayi TA. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi Ve Belge Araştırmaları. Haziran 2025;(23):21-34. doi:10.26650/bba.2025.23.1633527
Chicago Durodolu, Oluwole, Joshua Ojo, ve Taiwo Abosede Ajayi. “Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources”. Bilgi Ve Belge Araştırmaları, sy. 23 (Haziran 2025): 21-34. https://doi.org/10.26650/bba.2025.23.1633527.
EndNote Durodolu O, Ojo J, Ajayi TA (01 Haziran 2025) Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi Ve Belge Araştırmaları 23 21–34.
IEEE O. Durodolu, J. Ojo, ve T. A. Ajayi, “Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources”, Bilgi Ve Belge Araştırmaları, sy. 23, ss. 21–34, Haziran2025, doi: 10.26650/bba.2025.23.1633527.
ISNAD Durodolu, Oluwole vd. “Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources”. Bilgi Ve Belge Araştırmaları 23 (Haziran2025), 21-34. https://doi.org/10.26650/bba.2025.23.1633527.
JAMA Durodolu O, Ojo J, Ajayi TA. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi Ve Belge Araştırmaları. 2025;:21–34.
MLA Durodolu, Oluwole vd. “Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources”. Bilgi Ve Belge Araştırmaları, sy. 23, 2025, ss. 21-34, doi:10.26650/bba.2025.23.1633527.
Vancouver Durodolu O, Ojo J, Ajayi TA. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi Ve Belge Araştırmaları. 2025(23):21-34.