- Jumare Mohammed Hamza*
- Department Library and Information Science Federal University of Education, Zaria
Gamification application of game
design elements to non-game settings holds significant promise for motivating
students and improving engagement in educational environments. This study
assessed the awareness and adoption of gamification technology (e.g., Kahoot,
Quizizz, badges, leaderboards) within primary and secondary school libraries in
Kaduna State, Nigeria. Employing a descriptive cross-sectional mixed-methods
design, data were collected from 360 students and 48 teachers via structured
questionnaires, as well as interviews with 15 librarians and educators.
Quantitative analysis (SPSS v27) revealed higher awareness among secondary
(78%) than primary (55%) students, and limited practical use in library
contexts (20% of teachers). Perceived benefits included increased motivation
(85%), improved attendance (72%), and enhanced digital literacy (65%), though
major barriers were identified unstable electricity (82%), inadequate ICT
infrastructure (76%), and insufficient training (60%). Qualitative findings
highlighted limited knowledge of gamification, enthusiasm among early adopters,
and the importance of leadership support and digital readiness. These results
underscore that while gamification is viewed positively, successful
implementation in school libraries requires robust strategies comprising
infrastructure upgrades, targeted training, pilot programs, and policy
integration. The study offers evidence-based recommendations for library
stakeholders and education policymakers in Kaduna, emphasizing gamification’s
potential to make libraries dynamic learning hubs.