ABSTRACT VIEW
A GAMIFIED VIRTUAL LIBRARY TOWARDS ENHANCING STUDENT ENGAGEMENT IN DISTANCE LEARNING
G. Pappas1, E. Constantinou1, E. Nicodemou1, P. Themistocleous1, J. E. Siegel2, C. Christodoulides1
1 Open University of Cyprus (CYPRUS)
2 Michigan State University (UNITED STATES)
Distance learning requires innovative digital tools to foster community and enhance student engagement, a need that has grown increasingly urgent. To address this, we designed and developed a gamified tool, featuring a Virtual Library to enrich the online learning experience for students at the Open University of Cyprus (OUC), a university dedicated exclusively to distance learning. This tool replicates the spatial and immersive aspects of a traditional library, providing students with a sense of embodiment and presence in a virtual space that promotes exploration, discovery, and learning.

The Virtual Library comprises a 3D virtual environment where students navigate a digital space complete with interactive "hotspots" that serve as access points (links) to essential academic resources including scholarly journals, digital repositories, and the Library’s educational portal at OUC’s Moodle platform. Each resource is strategically embedded within the virtual space to simulate a realistic browsing experience, encouraging students to engage actively with the material as they would in a physical library. Additionally, the library includes educational videos showcasing “how-to” walkthroughs of various OUC Library resources, enhancing students’ ability to locate and use these materials independently.

This virtual environment not only improves accessibility to educational materials but also fosters a communal sense of belonging to the university’s academic landscape, helping reduce feelings of isolation common in distance learning. By simulating a familiar physical environment with interactive elements, the Virtual Library aligns closely with the needs of distance learners and enhances their educational journey through an engaging, shared experience.

This project demonstrates the potential of immersive digital spaces to transform online learning, fostering an enriched and engaging academic experience that bridges the gap between traditional and virtual learning paradigms.

Keywords: Virtual library, gamified tool, distance learning.

Event: INTED2025
Track: Innovative Educational Technologies
Session: Technology Enhanced Learning
Session type: VIRTUAL