Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement

Gamification is one of the innovative approaches and methods that foster the learning process to be more efficient and student-centered in reaching the course’s learning outcomes. This study aims to determine the impact of the gamified Information Literacy (IL) Program on the students' academic performance and to put forward their perception and motivation towards the gamification of the course. The gamified Information Literacy program was designed based on the current Information Literacy education and training programs, curricula, and games in the literature. The content of the Information Literacy program was prepared in seven different modules. Within this scope, ŞARLOT Kütüphanede İşbaşında (ŞARLOT in the Library) game was designed and animation videos were designed. In addition to the gamified IL program, a traditional IL program was also designed. The program was implemented for 13 weeks with second grade students in the Department of Management Information Systems at Ankara Yıldırım Beyazıt University in the fall semester of the 2020-2021 academic year. A total of 43 students, including 21 students in the experimental group and 22 students in the control group, participated in the study. While gamification-enriched hybrid methods were implemented in the experimental group, traditional training methods were implemented in the control group. In order to find out the impact of the program on performance, pre-tests and post-tests were performed on the students in the pre and post-training periods. The pre-test and post-test results indicated that the experimental group who participated in gamification-enriched hybrid education had a high level of success in the test.

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Publication Details

Journal
Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi
Published
2025-09-10
DOI
https://doi.org/10.32600/huefd.1605212
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement

Demet Soylu, Özgür Külcü
Hacettepe Üniversitesi Edebiyat Fakültesi Dergisi
Educational Games and Gamification
article

Impact of the Gamification-Enriched Hybrid Information Literacy Education on Student Achievement

Demet Soylu, Özgür Külcü
article en

Abstract

Gamification is one of the innovative approaches and methods that foster the learning process to be more efficient and student-centered in reaching the course’s learning outcomes. This study aims to determine the impact of the gamified Information Literacy (IL) Program on the students' academic performance and to put forward their perception and motivation towards the gamification of the course. The gamified Information Literacy program was designed based on the current Information Literacy education and training programs, curricula, and games in the literature. The content of the Information Literacy program was prepared in seven different modules. Within this scope, ŞARLOT Kütüphanede İşbaşında (ŞARLOT in the Library) game was designed and animation videos were designed. In addition to the gamified IL program, a traditional IL program was also designed. The program was implemented for 13 weeks with second grade students in the Department of Management Information Systems at Ankara Yıldırım Beyazıt University in the fall semester of the 2020-2021 academic year. A total of 43 students, including 21 students in the experimental group and 22 students in the control group, participated in the study. While gamification-enriched hybrid methods were implemented in the experimental group, traditional training methods were implemented in the control group. In order to find out the impact of the program on performance, pre-tests and post-tests were performed on the students in the pre and post-training periods. The pre-test and post-test results indicated that the experimental group who participated in gamification-enriched hybrid education had a high level of success in the test.

Hacettepe Üniversitesi Edebiyat Fakültesi DergisiVol. 42(2)
Ankara Yıldırım Beyazıt University (TR), Hacettepe University (TR)
Hacettepe Üniversitesi
Openalex Percentile: Top 74%
Educational Games and Gamification
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