Applying Gamification to the Library Orientation: A Study of Interactive User Experience and Engagement Preferences.
By providing an overview of library services as well as the building layout, the library orientation can help newcomers make optimal use of the library. The benefits of this outreach can be curtailed, however, by the significant staffing required to offer in-person tours. One academic library overca...
| Publicado en: | Information Technology & Libraries Vol. 39; no. 3; pp. 1 - 27 |
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| Autores principales: | , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
American Library Association
2020
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=146072337&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 146072337 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 07309295 ITL jtl: Information Technology & Libraries issn: 07309295 maglogo: N pubinfo: dt: 2020 vid: 39 iid: 3 pid: 55 pub: American Library Association place: Chicago, Illinois artinfo: ui: 146072337 146072337 146072337 10.6017/ital.v39i3.12209 146072337 ppf: 1 ppct: 26 formats: fmt: @attributes: type: P tig: atl: Applying Gamification to the Library Orientation: A Study of Interactive User Experience and Engagement Preferences. aug: au: Nourse Reed, Karen Miller, A. affil: Associate Professor, Middle Tennessee State University sug: subj: Library User Education Methods Gamification User-Computer Interface Student Attitudes Faculty Attitudes Consumer Attitudes Human Surveys Libraries, Academic Information Technology Data Analysis Software One-Way Analysis of Variance Post Hoc Analysis Students, Graduate Students, Undergraduate Faculty ab: By providing an overview of library services as well as the building layout, the library orientation can help newcomers make optimal use of the library. The benefits of this outreach can be curtailed, however, by the significant staffing required to offer in-person tours. One academic library overcame this issue by turning to user experience research and gamification to provide an individualized online library orientation for four specific user groups: undergraduate students, graduate students, faculty, and community members. The library surveyed 167 users to investigate preferences regarding orientation format, as well as likelihood of future library use as a result of the gamified orientation format. Results demonstrated a preference for the gamified experience among undergraduate students as compared to other surveyed groups. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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