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The potential for using gamification in academic libraries in order to increase student engagement and achievement

Walsh, Andrew (2014) The potential for using gamification in academic libraries in order to increase student engagement and achievement. Nordic Journal of Information Literacy in Higher Education, 6 (1). pp. 39-51. ISSN 1890-5900

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Abstract

This paper discusses the potential benefits of using gamification techniques to increase student engagement with library resources. It outlines the link between student use of library resources and academic achievement, and suggests that gamification has to potential to increase usage of resources, which may also increase academic achievement. Some early findings from an implementation of a gamification project, Lemontree, are also discussed in which students reported increased usage of library resources and their acceptance of gamification techniques in Higher Education.

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Item Type: Article
Uncontrolled Keywords: game based learning; gamification; play; libraries
Subjects: L Education > L Education (General)
Z Bibliography. Library Science. Information Resources > Z719 Libraries (General)
Schools: Computing and Library Services > Centre for Innovation in Information Services
Computing and Library Services
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Depositing User: Andrew Walsh
Date Deposited: 03 Jul 2014 15:40
Last Modified: 30 Nov 2016 16:30
URI: http://eprints.hud.ac.uk/id/eprint/21134

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