Table 5

ANCOVA showing differences in the level of familiarity with the concept of gamification in library services among library patrons and professionals based on their academic levels

SourceType III sum of squaresdfMean squareFSig.
Tests of Between-Subjects Effects
Corrected Model8.53424.2674.1480.017
Intercept314.2551314.255305.4510.000
Academic Level8.53424.2674.1480.017
Error195.4761901.029  
Total1118.000193   
Corrected Total204.010192   
Note(s):R Squared = 0.042 (Adjusted R Squared = 0.032)
Multiple comparisons
(I) Academic level(J) Academic levelMean difference (I-J)Std. errorSig.F
UndergraduatesGraduate student−0.6548*0.265380.0144.148
UndergraduatesPhD Students−0.57140.347040.101 
Graduate studentsUndergraduates0.6548*0.265380.0144.148
Graduate studentsPhD Students0.08330.422630.844 
PhD StudentsUndergraduates0.57140.347040.101 
PhD StudentsGraduate student−0.08330.422630.844 

Source(s): Durodolu et al. (2020) 

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