Araştırma Makalesi

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

Cilt: 42 Sayı: 2 23 Aralık 2025
PDF İndir
EN TR

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

Öz

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.

Anahtar Kelimeler

Gamification, gamification-enriched hybrid methods, information literacy, student achievement

Kaynakça

  1. 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
  2. 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.
  3. 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
  4. 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.
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. Christians, G. (2018). The origins and future of gamification [Senior Theses]. University of South Carolina. Retrieval address: https://scholarcommons.sc.edu/senior_theses/254

Kaynak Göster

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), 435-457. https://doi.org/10.32600/huefd.1605212
AMA
1.Soylu D, Külcü Ö. Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement. HÜEFD. 2025;42(2):435-457. doi:10.32600/huefd.1605212
Chicago
Soylu, Demet, ve Özgür Külcü. 2025. “Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement”. Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi 42 (2): 435-57. https://doi.org/10.32600/huefd.1605212.
EndNote
Soylu D, Külcü Ö (01 Aralık 2025) Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement. Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi 42 2 435–457.
IEEE
[1]D. Soylu ve Ö. Külcü, “Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement”, HÜEFD, c. 42, sy 2, ss. 435–457, Ara. 2025, doi: 10.32600/huefd.1605212.
ISNAD
Soylu, Demet - Külcü, Özgür. “Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement”. Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi 42/2 (01 Aralık 2025): 435-457. https://doi.org/10.32600/huefd.1605212.
JAMA
1.Soylu D, Külcü Ö. Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement. HÜEFD. 2025;42:435–457.
MLA
Soylu, Demet, ve Özgür Külcü. “Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement”. Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi, c. 42, sy 2, Aralık 2025, ss. 435-57, doi:10.32600/huefd.1605212.
Vancouver
1.Demet Soylu, Özgür Külcü. Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement. HÜEFD. 01 Aralık 2025;42(2):435-57. doi:10.32600/huefd.1605212