A gamified mobile application for first-year student orientation to promote library services

被引:12
作者
Leenaraj, Bhornchanit [1 ]
Arayaphan, Watsaporn [1 ]
Intawong, Kannikar [2 ]
Puritat, Kitti [1 ]
机构
[1] Chiang Mai Univ, Fac Humanities, 239 Huay Kaew Rd, Chiang Mai 50200, Thailand
[2] Chiang Mai Univ, Fac Publ Hlth, Chiang Mai, Thailand
关键词
Gamification; intrinsic motivation; library services; mobile learning; orientation; LEARNING-PERFORMANCE; PHYSICAL-ACTIVITY; GAME; GAMIFICATION; KNOWLEDGE; MOTIVATION; EDUCATION;
D O I
10.1177/09610006211067273
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
This study proposes a mobile application as a new approach for first-year student orientation to promote knowledge of library services using the gamification concept. The application is based on mobile devices with GPS to locate students, allowing them to catch, collect, and battle monsters around the library with questions on library service instructions. To evaluate the learning effectiveness of the approach, we performed a comparative experiment in which the control group used e-learning, while the experimental group used the mobile application of the CMU Journey. We evaluated the pre-and post-test scores, delayed 1-month post-test scores, and intrinsic motivation based on the IMI questionnaire. The results demonstrated that the preference for gamified experience among students can enhance knowledge retention and intrinsic motivation compared to other groups.
引用
收藏
页码:137 / 150
页数:14
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