PERCEIVED AWARENESS ON GAMIFICATION, E-LEARNING RESOURCES USAGE AND SATISFACTION WITH E-LIBRARY SERVICES AMONG STUDENTS IN SELECTED PUBLIC UNIVERSITIES IN SOUTH-WEST, NIGERIA
Keywords:
E-library, gamification, students, e-resources, engagement, motivationAbstract
The efficacy of gamification for enhancing e-library services for undergraduate and graduate students at public universities in South-West Nigeria was investigated in this study using a descriptive survey. During the study, a sample size of 1600 respondents was selected, but the return rate of the questionnaire was 1400. A convenient sampling technique was adopted for this research. The questionnaire was the main instrument used for data collection and was divided into four sections: demographic information, levels of users ‘satisfaction with e-library resources (ELR) and e-library services (ELS), challenges of ELS and awareness of gamification to improve ELS among students. The result showed that the level of satisfaction with ELR and ELS was very low among the selected students in public universities, which led to the low patronage of library by students. Also, difficulty in accessing ELR and ELS might be a result of users not being attracted to the e-library's’ interface. Other additional challenges encountered by the students are insufficient network coverage, a lack of technological know-how, and erratic power supply, causing poor patronage and users’ dissatisfaction. The findings conclude that gamification should be incorporated into ELS to upgrade information literacy among students in tertiary institutions. This investigation demonstrated that the integration of gamification stands as a solution for fulfilling students' satisfaction with e-library usage.