Examining the characteristics and perceptions of gamification strategies for enhancing library resource exploration among information science students and professionals

Purpose The purpose of this study is to examine the characteristics and perceptions of gamification strategies as a means to enhance library resource exploration among information science students and professionals. Design/methodology/approach The study utilized a descriptive survey research design with a two-stage sampling method. It focused on four universities in the North Central and South West regions of Nigeria, representing both private and public institutions. The population consisted of 296 Library and Information Science students, from which a purposive sample of 198 was drawn. Data collection was conducted via a self-designed questionnaire on Google Forms, achieving a 66.89% response rate suitable for analysis. The questionnaire was distributed through WhatsApp, with research assistants in each department overseeing the completion process. Findings The data highlights the essential role of academic libraries in supporting student learning and research, underscoring their impact on LIS students’ information-seeking behaviors. A strong emphasis on information technology reflects the field’s digital transformation, though limited interest in archives, preservation and public libraries points to a need for broader exposure to these areas. Most students use digital resources regularly, underscoring the importance of digital literacy, but some face barriers like awareness and usability. Additionally, a knowledge gap regarding gamification suggests potential challenges in effectively incorporating it into library services, despite its perceived benefits. Originality/value This research is original and valuable as it explores the innovative application of gamification in enhancing library resource exploration among information science students and professionals. Its findings contribute to the existing body of knowledge in library science, inform practical strategies for improving user engagement and pave the way for future research in this evolving field.

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Institutions

Publication Details

Journal
Library Management
Published
2025-04-08
DOI
https://doi.org/10.1108/lm-10-2024-0108
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Examining the characteristics and perceptions of gamification strategies for enhancing library resource exploration among information science students and professionals

Oluwole Olumide Durodolu, Taiwo Bosede Ajayi, Joshua Onaade Ojo
Library Management
Educational Games and Gamification
article

Examining the characteristics and perceptions of gamification strategies for enhancing library resource exploration among information science students and professionals

Oluwole Olumide Durodolu, Taiwo Bosede Ajayi, Joshua Onaade Ojo
article en

Abstract

Purpose The purpose of this study is to examine the characteristics and perceptions of gamification strategies as a means to enhance library resource exploration among information science students and professionals. Design/methodology/approach The study utilized a descriptive survey research design with a two-stage sampling method. It focused on four universities in the North Central and South West regions of Nigeria, representing both private and public institutions. The population consisted of 296 Library and Information Science students, from which a purposive sample of 198 was drawn. Data collection was conducted via a self-designed questionnaire on Google Forms, achieving a 66.89% response rate suitable for analysis. The questionnaire was distributed through WhatsApp, with research assistants in each department overseeing the completion process. Findings The data highlights the essential role of academic libraries in supporting student learning and research, underscoring their impact on LIS students’ information-seeking behaviors. A strong emphasis on information technology reflects the field’s digital transformation, though limited interest in archives, preservation and public libraries points to a need for broader exposure to these areas. Most students use digital resources regularly, underscoring the importance of digital literacy, but some face barriers like awareness and usability. Additionally, a knowledge gap regarding gamification suggests potential challenges in effectively incorporating it into library services, despite its perceived benefits. Originality/value This research is original and valuable as it explores the innovative application of gamification in enhancing library resource exploration among information science students and professionals. Its findings contribute to the existing body of knowledge in library science, inform practical strategies for improving user engagement and pave the way for future research in this evolving field.

Library ManagementVol. 46(3-4)
University of Lagos (NG), Lagos State University of Science and Technology (NG), University of Pretoria (ZA), Telkom University (ID)
Openalex Percentile: Top 93%
Educational Games and Gamification
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