Effect of Gamification on Cataloging Learning of Knowledge and Information Science Students
This study has investigated the possibility of using the technical capacities of Gamification in cataloging education and to identify the impact on students' learning.
The present study was conducted with a quantitative approach. The research population were knowledge and information science undergraduate students of 17 level one Iranian public universities. They were selected from the list of the Ministry of Science and the selection booklet of the national entrance examination for the years 2020-2021. These universities included: Isfahan, Al-Zahra, Birjand, Tabriz, Allameh, Kharazmi, Shahid Bahonar Kerman, Shahed, Ferdowsi of Mashhad, Shahid Chamran of Ahvaz, Yazd, Qom, Semnan, Razi of Kermanshah, Shiraz, Shahid Madani of Azerbaijan and Zabol. The total number of students was 436 out of which 204 were selected by random sampling using Krejcie-Morgan table. The components of the game were extracted from the framework of Werbach and Hunter (2012) and used in designing the questionnaire. Cronbach's alpha coefficient of all components and variables was greater than 0.7. SPSS and PLS software were used in data analysis.
The quality of the model structures and its indicators were desirable at a positive level. In the last part of the questionnaire, based on the modeling of structural equations and fits made of significance, effectiveness and the relationship between variables of gamification and self-directed learning, proved positive.
Gamification and self-directed learning with the common goal of lifelong learning can increase the capacity to engage in the educational environment and increase the level of readiness and independence of individuals in self-directed learning and performance of graduate students. When people do something out of passion, it becomes interesting and important to them, and the continuation of this action will result in self-efficacy and productivity. Research such as the present study contain promises for long-term planning to change the pattern of e-learning in the field of librarianship and pave the way for the use of innovative technologies in environments capable to take action in a desirable way. Therefore, in order to develop novel plans for educating librarians with positive impact on their future careers, the use of advanced technology is important and necessary.
- حق عضویت دریافتی صرف حمایت از نشریات عضو و نگهداری، تکمیل و توسعه مگیران میشود.
- پرداخت حق اشتراک و دانلود مقالات اجازه بازنشر آن در سایر رسانههای چاپی و دیجیتال را به کاربر نمیدهد.