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

Author:

Leenaraj Bhornchanit1,Arayaphan Watsaporn1,Intawong Kannikar1,Puritat Kitti1ORCID

Affiliation:

1. Chiang Mai University, Thailand

Abstract

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.

Publisher

SAGE Publications

Subject

Library and Information Sciences

Reference57 articles.

1. The effect of gamification on motivation and engagement

2. Anderson JC (2007) Effect of problem-based learning on knowledge acquisition, knowledge retention, and critical thinking ability of agriculture students in urban schools. PhD Doctoral Dissertation, University of Missouri, Columbia.

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