The Impact of Games and Gamification in Academic Libraries

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Explore the role of games and gamification in academic libraries through images and descriptions of their potential benefits, implementation challenges, and research findings. Discover how incorporating game elements can improve motivation, learning outcomes, and library services. Uncover insights from LIS educators on attitudes, goals, and suitable activities for integrating games into courses and library services.


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  1. EXPLORING THE ROLE OF GAMES AND GAMIFICATION IN ACADEMIC LIBRARIES Dr. Tja a Jug LIDA Conference Osijek, 25. 5. 2023

  2. Start Finish

  3. GAMES Abstract context Feedback Challenge Rules Interaction Serious and educational games: Skill building, learning, practicing, applying knowledge in different contexts

  4. GAMIFICATION Game elements Real world problems Motivation Non-game contexts Continuous activity Effective tool in many fields: Education, science, personal development, healthcare, marketing, workplace

  5. GAMES AND GAMIFICATION IN LIBRARIES Appropriate for all types of libraries. LIBRARY INTRODUCTION AND ORIENTATION MOTIVATION FOR READING AND CIRCULATION EDUCATION AND INFORMATION LITERACY COURSES Rarely included in the LIS curricula.

  6. RESEARCH QUESTIONS RQ1 RQ2 RQ3 Attitudes of LIS educators towards the inclusion of games and gamification in their courses. Goals that could be achieved by introducing games and gamification into library services. Activities that would be most suitable for academic library services.

  7. METHODOLOGY January 2021 10 course holders Thematic analysis Interviews Zoom/E-mail LIS

  8. RESULTS - INCLUSION OF GAMES AND GAMIFICATION IN THE COURSES Slovenian LIS educators rarely include these topics in their courses. Digital libraries, marketing, textbook publishing, designing e-learning materials. They recognize the connection to their courses. Motivation, learning, developing reading habits, patron types, cataloguing. Some of them have used gamified approaches in the past. Competitions, leaderboards, points, quizzes, role-playing, awards. Lack of knowledge and skills prevents them to use diverse techniques.

  9. RESULTS - INCLUSION OF GAMES AND GAMIFICATION IN THE LIBRARY Games and gamification would be a positive addition to the library services. Improve knowledge Activate Motivate Circulation Collection Work Information Resources New members Services Independent research Visits

  10. RESULTS - SUITABILITY OF GAME ELEMENTS AND GAMIFICATION APPROACHES General or specific games? First-year students Upper-year students General games Specific games Escape rooms, quizzes, board games, role-playing games

  11. RESULTS - POTENTIAL BARRIERS Concerns related to suitability for the academic environment. Project should be carefully designed. Activity should be aligned with/or learning objectives. Technically and organizationally very challenging and time-consuming. Insufficient knowledge about games, possibilities, tools, procedures, audience.

  12. CONCLUSION Games and gamification are well suited to library setting. They are still rarely used and surrounded by stereotypes and scepticism. These topics are rarely included in the (Slovenian) LIS curricula. When informed, LIS educators and librarians are willing to change their practices. Escape room Badges Lectures Games Kahoot!

  13. https://content.iospress.com/articles/education-for-information/efi230038https://content.iospress.com/articles/education-for-information/efi230038

  14. Game over Thank you for playing! + = E-mail: Tjasa.Jug@ff.uni-lj.si

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