Using Game Mechanics to Increase Graduate Student Engagement with Library Resources
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ERIC Institute of Education Sciences
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| Format: | Recurso educativo Open Access |
| Language: | en |
| Published: |
2017
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| _version_ | 1867181010191384576 |
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| author | Manson, Sharon K. |
| author_facet | Manson, Sharon K. Manson, Sharon K. |
| collection | Education Resources Information Center |
| contents | Using Game Mechanics to Increase Graduate Student Engagement with Library Resources Manson, Sharon K. Games Doctoral Programs Student Motivation Competence Self Esteem Learner Engagement Library Services Library Materials Student Research Student Surveys Educational Technology Technology Uses in Education Knowledge Level Pretests Posttests Qualitative Research Student Attitudes Graduate Students The purpose of the current study was to determine whether adding gamification to a doctoral level class would improve 1) students' self-reported feelings of motivation, competency, and engagement, and 2) knowledge of the library resources available to complete research. Twenty-one students agreed to participate and completed the pretest survey. Eleven students completed the online gamified learning experience and responded to a posttest survey. Five of the student who did not complete the gamified "quest" answered an additional survey to understand their reasons for not completing the game. In addition to surveys, qualitative data was collected and analyzed. The students who participated in the online quest found improvement in almost all areas surveyed. Additionally, qualitative data and in-game remarks from the participants supported those findings. The results of this study demonstrated that adding a gamified learning experience could improve motivation, increase engagement with library resources, and reduce library anxiety. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.] |
| format | Recurso educativo Open Access |
| id | eric_ED581207 |
| institution | ERIC Institute of Education Sciences |
| language | en |
| publishDate | 2017 |
| record_format | eric |
| spellingShingle | Using Game Mechanics to Increase Graduate Student Engagement with Library Resources Manson, Sharon K. Games Doctoral Programs Student Motivation Competence Self Esteem Learner Engagement Library Services Library Materials Student Research Student Surveys Educational Technology Technology Uses in Education Knowledge Level Pretests Posttests Qualitative Research Student Attitudes Graduate Students Using Game Mechanics to Increase Graduate Student Engagement with Library Resources Manson, Sharon K. Games Doctoral Programs Student Motivation Competence Self Esteem Learner Engagement Library Services Library Materials Student Research Student Surveys Educational Technology Technology Uses in Education Knowledge Level Pretests Posttests Qualitative Research Student Attitudes Graduate Students The purpose of the current study was to determine whether adding gamification to a doctoral level class would improve 1) students' self-reported feelings of motivation, competency, and engagement, and 2) knowledge of the library resources available to complete research. Twenty-one students agreed to participate and completed the pretest survey. Eleven students completed the online gamified learning experience and responded to a posttest survey. Five of the student who did not complete the gamified "quest" answered an additional survey to understand their reasons for not completing the game. In addition to surveys, qualitative data was collected and analyzed. The students who participated in the online quest found improvement in almost all areas surveyed. Additionally, qualitative data and in-game remarks from the participants supported those findings. The results of this study demonstrated that adding a gamified learning experience could improve motivation, increase engagement with library resources, and reduce library anxiety. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.] |
| title | Using Game Mechanics to Increase Graduate Student Engagement with Library Resources |
| topic | Games Doctoral Programs Student Motivation Competence Self Esteem Learner Engagement Library Services Library Materials Student Research Student Surveys Educational Technology Technology Uses in Education Knowledge Level Pretests Posttests Qualitative Research Student Attitudes Graduate Students |
| url | https://eric.ed.gov/?id=ED581207 |