{"title":"Investigating the role of gamification in public libraries’ literacy-centered youth programming","authors":"Simone Downie, S. Proulx","doi":"10.1080/21594937.2022.2136637","DOIUrl":null,"url":null,"abstract":"ABSTRACT To support youth literacy, U.S. public libraries must constantly evaluate and adjust their offerings to better support how children engage in educational experiences and integrate the latest trends in teaching and learning. This mission makes libraries a unique source of insight into developing perspectives and pedagogy. The authors were curious whether gamification – an increasingly popular design approach – is one of these modern influences. Using online and social media content, the authors developed a list of common youth literacy strategies used by top libraries; this list was then analyzed for elements of gamification. Summer reading clubs, group storytimes, and physical environments stood out as the main initiatives imbued with gamification to better engage and motivate young readers. The goal of the discussion is to help librarians and educators build a foundational knowledge of what gamification is, what it looks like in practice, and what benefits it provides in a learning environment.","PeriodicalId":52149,"journal":{"name":"International Journal of Play","volume":"36 1","pages":"382 - 404"},"PeriodicalIF":0.6000,"publicationDate":"2022-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/21594937.2022.2136637","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 1
Abstract
ABSTRACT To support youth literacy, U.S. public libraries must constantly evaluate and adjust their offerings to better support how children engage in educational experiences and integrate the latest trends in teaching and learning. This mission makes libraries a unique source of insight into developing perspectives and pedagogy. The authors were curious whether gamification – an increasingly popular design approach – is one of these modern influences. Using online and social media content, the authors developed a list of common youth literacy strategies used by top libraries; this list was then analyzed for elements of gamification. Summer reading clubs, group storytimes, and physical environments stood out as the main initiatives imbued with gamification to better engage and motivate young readers. The goal of the discussion is to help librarians and educators build a foundational knowledge of what gamification is, what it looks like in practice, and what benefits it provides in a learning environment.
期刊介绍:
The International Journal of Play is an inter-disciplinary publication focusing on all facets of play. It aims to provide an international forum for mono- and multi-disciplinary papers and scholarly debate on all aspects of play theory, policy and practice from across the globe and across the lifespan, and in all kinds of cultural settings, institutions and communities. The journal will be of interest to anthropologists, educationalists, folklorists, historians, linguists, philosophers, playworkers, psychologists, sociologists, therapists and zoologists.