Exploring the role of games and gamification in academic libraries from the perspective of LIS educators

Author:

Jug Tjaša

Abstract

In the library environment, games and gamification can be used to improve various services and activities. Although many successful gamification projects have already been implemented, some librarians still lack knowledge and are sceptical about the use of games in libraries. This is also the case in Slovenia, where library gamification projects are rarely formalised and publicised. Moreover, not much is known about whether Slovenian librarians obtain any knowledge about these approaches during their formal education. For this purpose, interviews were conducted with ten main compulsory course holders at the Department of Library and Information Science and Book Studies at the Faculty of Arts, University of Ljubljana. The main objective of the study, which was carried out in January 2021, was to investigate the attitudes of Slovenian Library and Information Science (LIS) educators towards the inclusion of games and gamification in their courses and in academic library services. The results showed that they rarely cover games and gamification-related topics in their lectures, nor do they use them for knowledge transfer. They especially see the potential to design games and gamification activities that would promote departmental library, its services and activities, motivate students for independent research and support the educational process.

Publisher

IOS Press

Subject

Library and Information Sciences,Education,Information Systems

Reference45 articles.

1. Application ofgamification to library services: awareness, perception, and readiness of academic librarians in Nigeria.;Adeyemi;The Electronic Library,2021

2. Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives.;Ahmed;World Journal of Science, Technology and Sustainable Development,2017

3. Gaming elements, applications, and challenges of gamification in healthcare

4. Gaming and gamification: high hopes and campusrealities;Alexander;EDUCAUSE Horizon Report: 2019 higher education edition,2019

5. LibQuest – Revitalize libraries and reading through gamification.;Băluţoiu;Proceedings of the 15t⁢h International Scientific Conference eLearning & Software for Education,2019

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3