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Using Game Mechanics to Increase Gra...
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Texas Wesleyan University.
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources./
作者:
Manson, Sharon K.
面頁冊數:
1 online resource (149 pages)
附註:
Source: Dissertation Abstracts International, Volume: 79-03(E), Section: A.
Contained By:
Dissertation Abstracts International79-03A(E).
標題:
Education. -
電子資源:
click for full text (PQDT)
ISBN:
9780355488555
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources.
Manson, Sharon K.
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources.
- 1 online resource (149 pages)
Source: Dissertation Abstracts International, Volume: 79-03(E), Section: A.
Thesis (Ed.D.)--Texas Wesleyan University, 2017.
Includes bibliographical references
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.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780355488555Subjects--Topical Terms:
555912
Education.
Index Terms--Genre/Form:
554714
Electronic books.
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources.
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Includes bibliographical references
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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.
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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.
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