Enhancing Student Learning Experience through Gamified Library Instruction: A Perception Analysis of Library Personnel on Gamification

Abstract Statement of the Problem. Librarians have long been diligently working to effectively introduce and educate students about library resources and services through library instruction. However, today's modern students consider library instruction uninteresting. In an attempt to pursue an innovative strategy for delivering library instruction and engaging pedagogy, gamification was recognized as a tool for enhancing students' learning experiences. Methods. This qualitative study explored how the Polytechnic University of the Philippines (PUP) library personnel perceived gamification as a library instruction tool to enhance students' learning experience. It also sought to determine the participants' perceived preparedness and potential challenges they would face should they adopt gamification using a semi-structured interview and thematic analysis. Using a purposive sampling technique and a semi-structured interview with 11 participants who were directly involved in providing library instructions to students. Interviews were conducted face-to-face or online lasting 30-40 minutes with informed consent provided. The interview transcriptions were analyzed to reveal the patterns and themes relevant to the objectives of the study. Results. The study revealed that most PUP University library personnel must familiarize themselves with gamification. However, most perceived it as a potentially effective tool for library instruction that could positively enhance the student learning experience. While perceived positively, participants acknowledged their current unpreparedness of the concept, considering various resources, knowledge, and skills necessary for implementation. The study revealed a spectrum of approaches and strategies proposed by participants to address and mitigate potential challenges while ensuring a prepared and effective gamified library experience. Furthermore, the researchers recommended strategies for integrating gamification into library instruction. Originality. The study is original as this was an initial attempt to explore the perception of personnel at PUP University Library on integrating gamification in library instruction as a tool to enhance students’ learning experience. While gamified library instruction is not a new topic in the LIS profession, librarians’ perception, familiarity, and perceived challenges of incorporating gamification in library instruction in most Philippine academic libraries have not been fully explored.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-04-01
DOI
https://doi.org/10.5281/zenodo.14745659
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Enhancing Student Learning Experience through Gamified Library Instruction: A Perception Analysis of Library Personnel on Gamification

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Enhancing Student Learning Experience through Gamified Library Instruction: A Perception Analysis of Library Personnel on Gamification

article en

Abstract

Abstract Statement of the Problem. Librarians have long been diligently working to effectively introduce and educate students about library resources and services through library instruction. However, today's modern students consider library instruction uninteresting. In an attempt to pursue an innovative strategy for delivering library instruction and engaging pedagogy, gamification was recognized as a tool for enhancing students' learning experiences. Methods. This qualitative study explored how the Polytechnic University of the Philippines (PUP) library personnel perceived gamification as a library instruction tool to enhance students' learning experience. It also sought to determine the participants' perceived preparedness and potential challenges they would face should they adopt gamification using a semi-structured interview and thematic analysis. Using a purposive sampling technique and a semi-structured interview with 11 participants who were directly involved in providing library instructions to students. Interviews were conducted face-to-face or online lasting 30-40 minutes with informed consent provided. The interview transcriptions were analyzed to reveal the patterns and themes relevant to the objectives of the study. Results. The study revealed that most PUP University library personnel must familiarize themselves with gamification. However, most perceived it as a potentially effective tool for library instruction that could positively enhance the student learning experience. While perceived positively, participants acknowledged their current unpreparedness of the concept, considering various resources, knowledge, and skills necessary for implementation. The study revealed a spectrum of approaches and strategies proposed by participants to address and mitigate potential challenges while ensuring a prepared and effective gamified library experience. Furthermore, the researchers recommended strategies for integrating gamification into library instruction. Originality. The study is original as this was an initial attempt to explore the perception of personnel at PUP University Library on integrating gamification in library instruction as a tool to enhance students’ learning experience. While gamified library instruction is not a new topic in the LIS profession, librarians’ perception, familiarity, and perceived challenges of incorporating gamification in library instruction in most Philippine academic libraries have not been fully explored.

Zenodo (CERN European Organization for Nuclear Research)
Polytechnic University of the Philippines (PH), Nazarbayev University (KZ), West Visayas State University (PH)
Quality Education
Openalex Percentile: Top 50%
Educational Games and Gamification
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