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

Andrew Walsh

Research output: Contribution to journalArticlepeer-review

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.
Original languageEnglish
Pages (from-to)39-51
Number of pages13
JournalNordic Journal of Information Literacy in Higher Education
Volume6
Issue number1
DOIs
Publication statusPublished - 3 Jul 2014

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