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...

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Publicado en:Information Technology & Libraries Vol. 39; no. 3; pp. 1 - 27
Autores principales: Nourse Reed, Karen, Miller, A.
Formato: pictorial research tables/charts Journal Article
Publicado: American Library Association 2020
Acceso en línea:Ver este registro en EBSCOhost
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      vid: 39
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      pub: American Library Association
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        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:
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        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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