Araştırma Makalesi


DOI :10.26650/bba.2025.23.1633527   IUP :10.26650/bba.2025.23.1633527    Tam Metin (PDF)

Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources

Oluwole DurodoluJoshua Onaade OjoTaiwo Abosede Ajayi

This study investigates user perceptions of gamification and its effectiveness in enhancing engagement with academic library resources. A descriptive survey research design was adopted, employing a two-stage sampling technique across two geopolitical zones in Nigeria—North Central and South-West. Four universities with Library and Information Science programs were purposively selected. The study population included 296 undergraduate and graduate students, from which a purposive sample of 198 respondents was drawn. Data were collected using a questionnaire administered via Google Forms, yielding a response rate of 97.5%. The questionnaire was distributed through WhatsApp, with research assistants facilitating participation and ensuring completion, thereby enhancing the reliability and validity of the responses. Frequency, percentage mean, standard deviations and Chi-square analysis were used to analyse the data.

The findings revealed that 56.0% of respondents had no prior experience with gamification, although a notable 33.7% expressed open, varied reflections, indicating emerging interest and latent potential. In terms of motivation, social features (45.1%) and virtual rewards (32.1%) were the most preferred gamification elements, followed by points and badges. Clear goals and objectives were deemed essential (47.7%) or extremely important (11.4%) by most users, highlighting the role of structured frameworks in enhancing user participation.

DOI :10.26650/bba.2025.23.1633527   IUP :10.26650/bba.2025.23.1633527    Tam Metin (PDF)

Kütüphane Kaynaklarıyla Etkileşimin Artırılmasında Kullanıcı Algılarının ve Oyunlaştırma Unsurlarının Etkinliğinin Değerlendirilmesi

Oluwole DurodoluJoshua Onaade OjoTaiwo Abosede Ajayi

Bu çalışma, oyunlaştırmaya ilişkin kullanıcı algılarını ve oyunlaştırmanın akademik kütüphane kaynaklarına katılımı artırmadaki etkinliğini araştırmaktadır. Nijerya'nın iki jeopolitik bölgesi olan Kuzey Merkez ve Güney-Batı'da iki aşamalı örnekleme tekniği kullanılarak betimsel bir anket araştırma tasarımı benimsenmiştir. Araştırma için kütüphane ve bilgi bilimleri programı olan dört üniversite seçilmiştir. Çalışma evreni, 296 lisans ve yüksek lisans öğrencisinden oluşmakta olup, 198 katılımcıdan oluşan amaçlı bir örneklem seçilmiştir. Veriler, Google Formlar aracılığıyla uygulanan bir anket kullanılarak toplanmış ve %97,5'lik bir yanıt oranı elde edilmiştir. Anket, WhatsApp aracılığıyla dağıtılmış, araştırma asistanları katılımı kolaylaştırmış ve anketin doldurulmasını sağlamış, böylece yanıtların güvenilirliği ve geçerliliği artırılmıştır. Verilerin analizinde frekans, yüzde ortalaması, standart sapma ve Ki-kare analizi kullanılmıştır

Bulgular, katılımcıların %56,0'sının oyunlaştırma konusunda daha önce bir deneyimi olmadığını ortaya koymuş, ancak %33,7'lik kayda değer bir kesim, ortaya çıkan ilgi ve gizli potansiyele işaret eden açık ve çeşitli düşünceler ifade etmiştir. Motivasyon açısından, sosyal özellikler (%45,1) ve sanal ödüller (%32,1) en çok tercih edilen oyunlaştırma unsurları olurken, bunları puanlar ve rozetler takip etmiştir. Net amaçlar ve hedefler çoğu kullanıcı tarafından gerekli (%47,7) veya son derece önemli (%11,4) olarak görülmüş ve yapılandırılmış çerçevelerin kullanıcıyı geliştirmedeki rolünü vurgulamıştır. 


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DIŞA AKTAR



APA

Durodolu, O., Onaade Ojo, J., & Ajayi, T.A. (2025). Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi ve Belge Araştırmaları Dergisi, 0(23), 21-34. https://doi.org/10.26650/bba.2025.23.1633527


AMA

Durodolu O, Onaade Ojo J, Ajayi T A. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi ve Belge Araştırmaları Dergisi. 2025;0(23):21-34. https://doi.org/10.26650/bba.2025.23.1633527


ABNT

Durodolu, O.; Onaade Ojo, J.; Ajayi, T.A. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi ve Belge Araştırmaları Dergisi, [Publisher Location], v. 0, n. 23, p. 21-34, 2025.


Chicago: Author-Date Style

Durodolu, Oluwole, and Joshua Onaade Ojo and Taiwo Abosede Ajayi. 2025. “Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources.” Bilgi ve Belge Araştırmaları Dergisi 0, no. 23: 21-34. https://doi.org/10.26650/bba.2025.23.1633527


Chicago: Humanities Style

Durodolu, Oluwole, and Joshua Onaade Ojo and Taiwo Abosede Ajayi. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources.” Bilgi ve Belge Araştırmaları Dergisi 0, no. 23 (Aug. 2025): 21-34. https://doi.org/10.26650/bba.2025.23.1633527


Harvard: Australian Style

Durodolu, O & Onaade Ojo, J & Ajayi, TA 2025, 'Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources', Bilgi ve Belge Araştırmaları Dergisi, vol. 0, no. 23, pp. 21-34, viewed 18 Aug. 2025, https://doi.org/10.26650/bba.2025.23.1633527


Harvard: Author-Date Style

Durodolu, O. and Onaade Ojo, J. and Ajayi, T.A. (2025) ‘Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources’, Bilgi ve Belge Araştırmaları Dergisi, 0(23), pp. 21-34. https://doi.org/10.26650/bba.2025.23.1633527 (18 Aug. 2025).


MLA

Durodolu, Oluwole, and Joshua Onaade Ojo and Taiwo Abosede Ajayi. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources.” Bilgi ve Belge Araştırmaları Dergisi, vol. 0, no. 23, 2025, pp. 21-34. [Database Container], https://doi.org/10.26650/bba.2025.23.1633527


Vancouver

Durodolu O, Onaade Ojo J, Ajayi TA. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources. Bilgi ve Belge Araştırmaları Dergisi [Internet]. 18 Aug. 2025 [cited 18 Aug. 2025];0(23):21-34. Available from: https://doi.org/10.26650/bba.2025.23.1633527 doi: 10.26650/bba.2025.23.1633527


ISNAD

Durodolu, Oluwole - Onaade Ojo, Joshua - Ajayi, TaiwoAbosede. Evaluating User Perceptions and the Effectiveness of Gamification Elements in Enhancing Engagement with Library Resources”. Bilgi ve Belge Araştırmaları Dergisi 0/23 (Aug. 2025): 21-34. https://doi.org/10.26650/bba.2025.23.1633527



ZAMAN ÇİZELGESİ


Gönderim22.04.2024
Kabul16.05.2025
Çevrimiçi Yayınlanma26.06.2025

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