Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries.
This paper investigates the potential of the Gamified Metaverse as a platform for promoting library services. The study compares the effectiveness of a traditional library program with a Metaverse- based library program in terms of knowledge acquisition and library anxiety. The research also examine...
| Publicado en: | Information Technology & Libraries Vol. 43; no. 1; pp. 1 - 27 |
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| Autores principales: | , , , , , |
| Formato: | pictorial questionnaire/scale research tables/charts randomized controlled trial Journal Article |
| Publicado: |
American Library Association
Mar2024
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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=176369631&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 176369631 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 07309295 ITL jtl: Information Technology & Libraries issn: 07309295 maglogo: N pubinfo: dt: Mar2024 vid: 43 iid: 1 pid: 55 pub: American Library Association place: Chicago, Illinois artinfo: ui: 176369631 176369631 176369631 10.5860/ital.v43i1.16651 176369631 ppf: 1 ppct: 26 formats: fmt: @attributes: type: P tig: atl: Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries. aug: au: Pradorn Sureephong Suepphong Chernbumroong Supicha Niemsup Pipitton Homla Kannikar Intawong Kitti Puritat affil: Assistant Professor, Chiang Mai University sug: subj: Augmented Reality Utilization Gamification Utilization Library Services Libraries, Academic Library User Education Methods Learning Environment User-Computer Interface Student Knowledge Anxiety Prevention and Control Student Attitudes Human Male Female Thailand Randomized Controlled Trials Random Assignment Access to Information Multimethod Studies Pretest-Posttest Design Qualitative Studies Interpersonal Relations Motivation Open-Ended Questionnaires Libraries, Electronic Economics Quantitative Studies Virtual Reality Paired T-Tests Librarians Questionnaires Students, Undergraduate Faculty Attitudes Communication Information Technology Male Female ab: This paper investigates the potential of the Gamified Metaverse as a platform for promoting library services. The study compares the effectiveness of a traditional library program with a Metaverse- based library program in terms of knowledge acquisition and library anxiety. The research also examines students' perceptions of implementing gamification within the context of the Gamified Metaverse platform. A mixed-methods approach was adopted, including pre- and post-test analysis, statistical analysis, and qualitative data collection. The results indicate that both the traditional and Metaverse-based library programs effectively increased the participants' knowledge, with no significant difference between the two approaches. However, the Metaverse-based program was found to be less effective in facilitating interaction with librarians and reducing library anxiety. Additionally, students expressed positive perceptions of implementing gamification in the Gamified Metaverse platform, finding it engaging and motivating. These findings contribute to the understanding of the effect of the Metaverse as a tool for promoting library services and enhancing knowledge acquisition. However, it is not as effective in reducing library anxiety, particularly in terms of interaction with librarians and staff. It should be noted that the platform may have limitations such as high costs and potential side effects of virtual reality, making it more suitable as an additional tool for promoting library services, taking into account its feasibility and potential benefits for specific student populations and larger libraries. pubtype: Academic Journal doctype: pictorial questionnaire/scale research tables/charts randomized controlled trial Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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