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The Effectiveness of Gamification in Students' Addiction Information Literacy
Oranus Tajedini1, Ali Farrokhi1
1Department of Information Sciences & Knowledge, Faculty of Literature and Humanities, Shahid Bahonar University, Kerman, Iran.
Addiction & Health
|October 20, 2025
Summary
Gamification significantly improved addiction information literacy among university students. This engaging approach makes learning about addiction more appealing and accessible, especially for young people.
Area of Science:
- Educational Technology
- Health Informatics
- Behavioral Science
Background:
- Gamification applies game design to non-game contexts, enhancing engagement.
- Integrating gamification in education offers novel ways to present learning materials.
- This study explores gamification's impact on addiction information literacy.
Purpose of the Study:
- To evaluate the effectiveness of gamification in improving addiction information literacy.
- To assess the appeal and motivational impact of game-based learning for addiction education.
Main Methods:
- A quasi-experimental design was employed with 32 university students.
- Participants were divided into control and intervention groups.
- A researcher-designed game taught addiction information literacy, with data analyzed via SPSS.
Main Results:
- The intervention group, utilizing the gamified approach, demonstrated higher addiction information literacy levels.
- The control group exhibited average addiction information literacy without game intervention.
Conclusions:
- Gamification positively influences addiction information literacy acquisition.
- Game-based learning increases student engagement and motivation in addiction education.
- The mobile-friendly nature of gamification facilitates easy and rapid content delivery to young audiences.
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