Meaningful Implementation of Gamification in Information Literacy Instruction

  • Anja Wintermeyer
  • Kathrin Knautz
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 552)


Today’s information society has brought up a new generation of learners that demands more dynamic and interactive teaching approaches and has to be equipped with new types of skills. Especially in education, gamification has been an emerging trend in the last few years. Game elements and patterns are used to engage students in certain actions and shape their behavior. However, there is a distinction between purely reward-based and meaningful gamification, which can result in high quality learning. The aim of this study is to illustrate the positive effect that meaningful implementation of game elements and patterns can have on behavioral outcomes. Looking at the results of a comprehensive evaluation of The Legend of Zyren reveals that a clever way of implementing the content into the gaming context has a strong influence on both personal engagement and content mastery. The results illustrate that students who were more engaged in the game also had significantly better results in the final exam on information literacy.


Information literacy Gamification Higher education Motivational affordances 


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© Springer International Publishing Switzerland 2015

Open Access This chapter is distributed under the terms of the Creative Commons Attribution Noncommercial License, which permits any noncommercial use, distribution, and reproduction in any medium, provided the original author(s) and source are credited.

Authors and Affiliations

  1. 1.University of Duisburg-EssenEssenGermany
  2. 2.Heinrich-Heine-University DüsseldorfDüsseldorfGermany

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