The potential for using gamification in academic libraries in order to increase student engagement and achievement

Andrew Walsh

Research output: Contribution to journalArticle

Abstract

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.
LanguageEnglish
Pages39-51
Number of pages13
JournalNordic Journal of Information Literacy in Higher Education
Volume6
Issue number1
Publication statusPublished - 2014

Fingerprint

resources
academic achievement
student
acceptance
education

Cite this

@article{04dbeb08c25a4656a02e93c0f203c7a3,
title = "The potential for using gamification in academic libraries in order to increase student engagement and achievement",
abstract = "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.",
keywords = "game based learning, gamification, libraries, play",
author = "Andrew Walsh",
year = "2014",
language = "English",
volume = "6",
pages = "39--51",
journal = "Nordic Journal of Information Literacy in Higher Education",
issn = "1890-5900",
publisher = "Bergen Open Access Publishing",
number = "1",

}

TY - JOUR

T1 - The potential for using gamification in academic libraries in order to increase student engagement and achievement

AU - Walsh, Andrew

PY - 2014

Y1 - 2014

N2 - 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.

AB - 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.

KW - game based learning

KW - gamification

KW - libraries

KW - play

M3 - Article

VL - 6

SP - 39

EP - 51

JO - Nordic Journal of Information Literacy in Higher Education

T2 - Nordic Journal of Information Literacy in Higher Education

JF - Nordic Journal of Information Literacy in Higher Education

SN - 1890-5900

IS - 1

ER -