Please use this identifier to cite or link to this item: http://cmuir.cmu.ac.th/jspui/handle/6653943832/77414
Title: A gamified mobile application for first-year student orientation to promote library services
Authors: Bhornchanit Leenaraj
Watsaporn Arayaphan
Kannikar Intawong
Kitti Puritat
Authors: Bhornchanit Leenaraj
Watsaporn Arayaphan
Kannikar Intawong
Kitti Puritat
Keywords: Social Sciences
Issue Date: 1-Jan-2021
Abstract: This study proposes a mobile application as a new approach for first-year student orientation to promote knowledge of library services using the gamification concept. The application is based on mobile devices with GPS to locate students, allowing them to catch, collect, and battle monsters around the library with questions on library service instructions. To evaluate the learning effectiveness of the approach, we performed a comparative experiment in which the control group used e-learning, while the experimental group used the mobile application of the CMU Journey. We evaluated the pre-and post-test scores, delayed 1-month post-test scores, and intrinsic motivation based on the IMI questionnaire. The results demonstrated that the preference for gamified experience among students can enhance knowledge retention and intrinsic motivation compared to other groups.
URI: https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85122142640&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/77414
ISSN: 17416477
09610006
Appears in Collections:CMUL: Journal Articles

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