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Revista Interamericana de Bibliotecología
Print version ISSN 0120-0976On-line version ISSN 2538-9866
Abstract
FLORES-BUENO, Daniel; LIMAYMANTA, Cesar H. and URIBE-TIRADO, Alejandro. The Gamification in the Development of Information Literacy from the Perspective of University Students. Rev. Interam. Bibliot [online]. 2021, vol.44, n.2, e3. Epub Aug 06, 2021. ISSN 0120-0976. https://doi.org/10.17533/udea.rib.v44n2e342687.
In recent years, gamification in higher education aimed to improve the level of student engagement in learning. The model of education by competencies is no stranger to this pedagogy, which today relies on teacher creativity and student participation. The objective of this research was to analyze how gamification affects the increase in the mastery of information skills in university students. The research approachusedismixed. In the quantitative phase withaquasi-experimental design, the ALFIN-Humass questionnaire was used to measure the perception of competence development (pre and post), showing that there are significant differences between the pretest and post-test of the experimental group in the perception of ALFIN development (t = -4.63; p < .01). In the qualitative one, a focus group was conducted whose results confirmed the quantitative findings. The contribution of this work lies in pointing out the relevance of gamification as a didactic strategy in the development of Information Literacy Competency.
Keywords : Gamification; information literacy; information competencies; higher education.