Gamified Virtual Reality for Library Services: The Effect of Gamification on Enhancing Knowledge Retention and User Engagement

Fuente: ERIC Institute of Education Sciences
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Bibliographic Details
Main Authors: Kanjana Jansukpum, Suepphong Chernbumroong, Kannikar Intawong, Pradorn Sureephong, Kitti Puritat
Format: Recurso educativo Open Access
Language:en
Published: 2025
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author Kanjana Jansukpum
Suepphong Chernbumroong
Kannikar Intawong
Pradorn Sureephong
Kitti Puritat
author_facet Kanjana Jansukpum
Suepphong Chernbumroong
Kannikar Intawong
Pradorn Sureephong
Kitti Puritat
Kanjana Jansukpum
Suepphong Chernbumroong
Kannikar Intawong
Pradorn Sureephong
Kitti Puritat
collection Education Resources Information Center
contents Gamified Virtual Reality for Library Services: The Effect of Gamification on Enhancing Knowledge Retention and User Engagement Kanjana Jansukpum Suepphong Chernbumroong Kannikar Intawong Pradorn Sureephong Kitti Puritat Computer Simulation Library Services Gamification Knowledge Level Retention (Psychology) Participation Visual Aids Academic Libraries Undergraduate Students Foreign Countries The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and Non-Gamified virtual reality groups, and both groups were asked to perform the pretest questionnaire of cognitive assessments. Then, participants were informed to use virtual reality to finish all the levels within one month in the library lab setting of the university. We performed post-tests to evaluate the knowledge acquisition, including a delayed post-test of three months to verify the knowledge retention. We also collected the user data to analyze the participant behavior. Results showed no significant differences among the Gamified and Non-Gamified groups in terms of knowledge acquisition, but showed significant difference in knowledge retention and user engagement. These findings supported the presumption that the gamified virtual reality approach can improve the library user's access and knowledge retention of library services.
format Recurso educativo Open Access
id eric_EJ1467526
institution ERIC Institute of Education Sciences
language en
publishDate 2025
record_format eric
spellingShingle Gamified Virtual Reality for Library Services: The Effect of Gamification on Enhancing Knowledge Retention and User Engagement
Kanjana Jansukpum
Suepphong Chernbumroong
Kannikar Intawong
Pradorn Sureephong
Kitti Puritat
Computer Simulation
Library Services
Gamification
Knowledge Level
Retention (Psychology)
Participation
Visual Aids
Academic Libraries
Undergraduate Students
Foreign Countries
Gamified Virtual Reality for Library Services: The Effect of Gamification on Enhancing Knowledge Retention and User Engagement Kanjana Jansukpum Suepphong Chernbumroong Kannikar Intawong Pradorn Sureephong Kitti Puritat Computer Simulation Library Services Gamification Knowledge Level Retention (Psychology) Participation Visual Aids Academic Libraries Undergraduate Students Foreign Countries The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and Non-Gamified virtual reality groups, and both groups were asked to perform the pretest questionnaire of cognitive assessments. Then, participants were informed to use virtual reality to finish all the levels within one month in the library lab setting of the university. We performed post-tests to evaluate the knowledge acquisition, including a delayed post-test of three months to verify the knowledge retention. We also collected the user data to analyze the participant behavior. Results showed no significant differences among the Gamified and Non-Gamified groups in terms of knowledge acquisition, but showed significant difference in knowledge retention and user engagement. These findings supported the presumption that the gamified virtual reality approach can improve the library user's access and knowledge retention of library services.
title Gamified Virtual Reality for Library Services: The Effect of Gamification on Enhancing Knowledge Retention and User Engagement
topic Computer Simulation
Library Services
Gamification
Knowledge Level
Retention (Psychology)
Participation
Visual Aids
Academic Libraries
Undergraduate Students
Foreign Countries
url https://eric.ed.gov/?id=EJ1467526