Libraries at University of Nebraska-Lincoln
Date of this Version
Summer 6-15-2024
Document Type
Review
Citation
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DOI:10.1080/01639269.2013.821372
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DOI:10.1108/RSR-06-2019-0039
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DOI: 10.1080/02763869.2015.1082385
- Serafeim A. Triantafyllou & Christos K. Georgiadis, Gamification Design Patterns for User Engagement, Informatics in Education, 2022, 21(4) pp. 655–674.
https://doi.org/10.15388/infedu.2022.27
Abstract
This study presents a comprehensive analysis of gamification tools in school libraries, focusing on a web-based survey that identified 29 games related to digital literacy and library services. These games, categorized as free and paid, span various subjects and topics, including math, science, language arts, and information literacy. The research examines the specific uses of these games, assessing their effectiveness in enhancing student engagement and learning outcomes. By analyzing the features, design elements, and user interactions of these games, the study aims to provide insights into their impact on student motivation and educational achievement. The findings highlight the potential of gamification to enrich educational practices in school libraries, offering a compelling case for further exploration and implementation of game-based learning strategies.