Improving information literacy skills
Information literacy is a critical skill for high school students in Malaysia, enabling them to effectively navigate and utilize information in the digital age. The current state of information literacy among high school students is concerning, with many struggling to evaluate online sources and conduct efficient searches. This research aims to address this issue by exploring the potential of gamification techniques in enhancing information retrieval skills. The significance of this study lies in its potential to improve student learning outcomes and prepare them for success in an increasingly complex information landscape. The scope of this research is focused on high school students in Malaysia, with a specific emphasis on the use of gamification techniques in library and information science education. This topic matters now because of the growing recognition of the importance of information literacy in the digital age. The main keyword, information literacy, is a critical concept in this research, and its significance will be explored in depth. The current state of the field is characterized by a lack of research on the use of gamification techniques in information literacy education. This study will contribute to the existing body of knowledge by providing insights into the effectiveness of gamification techniques in enhancing information retrieval skills among high school students in Malaysia.
The concept of information literacy has been extensively studied in the field of library and information science, with researchers highlighting its importance in the digital age. Theoretical foundations of information literacy include the Association of College and Research Libraries (ACRL) Framework for Information Literacy, which provides a comprehensive framework for understanding the complexities of information literacy. Key prior studies have explored the use of gamification techniques in education, with mixed results. However, there is a gap in the literature regarding the use of gamification techniques in information literacy education, particularly in the context of high school students in Malaysia. This research fills this gap by exploring the potential of gamification techniques in enhancing information retrieval skills among high school students in Malaysia. The real-world relevance of this study lies in its potential to improve student learning outcomes and prepare them for success in an increasingly complex information landscape.
The problem of inadequate information literacy skills among high school students in Malaysia is a significant concern, with many students struggling to evaluate online sources and conduct efficient searches. This problem is exacerbated by the lack of research on the use of gamification techniques in information literacy education, particularly in the context of high school students in Malaysia. The consequences of leaving this problem unaddressed are significant, with students potentially failing to develop the critical thinking and problem-solving skills necessary for success in the digital age. The central research question of this study is: How can gamification techniques be used to enhance information retrieval skills among high school students in Malaysia?
Information literacy is the ability to evaluate and use information effectively, and it is critical for success in the digital age. This research aims to improve information literacy skills among high school students in Malaysia.
Gamification techniques can be used to make learning fun and engaging, and this research will explore the potential of gamification techniques in enhancing information retrieval skills among high school students in Malaysia.
Improving information literacy skills among students can have a significant impact on their learning outcomes and prepare them for success in an increasingly complex information landscape.
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