1Research Scholar, Department of Library and Information Science, Rashtrasant Tukadoji Maharaj Nagpur University, Nagpur-440001, Maharashtra, India
2Professor, Department of Library and Information Science, Rashtrasant Tukadoji Maharaj Nagpur University, Nagpur-440001, Maharashtra, India
3MLISC, Rashtrasant Tukadoji Maharaj Nagpur University, Nagpur-440001, Maharashtra, India
*Corresponding author email id: mandirabairagi00@gmail.com
Online published on 02 April, 2026.
This study examines gamification techniques as an educational approach to enhance students’ information literacy skills. Gamification creates an exciting and interactive learning environment marked by its development into quizzes, challenges, and rewards, hence providing a far more motivating platform. It has a particular application in teaching, which includes research skills, critical thinking, and digital literacy by transforming traditional learning tasks into more dynamic experiences. Other relevant tools include Quizizz, Kahoot! and virtual escape rooms created for students to practice information retrieval, evaluate different sources, and develop skills of critical analysis in an environment that is fun and competitive. Gamification not only promotes collaboration, creativity, and problem-solving challenges but also improves information literacy, hence making learning more exciting and effective for some students. The study of this approach reveals the capacity of gamified learning to impart information literacy training in a manner that is more pertinent and relatable in both formal and informal educational settings.
Digital literacy, Educational tool, Gamification, Information literacy, Library