Playability of Serious Games in Information Literacy: The Findings of the European Project NAVIGATE

Marina Encheva, Nicole Krüger, Plamena Zlatkova
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Abstract

Abstract The article deals with the playability of serious games in information literacy applied by academic libraries and university departments in Library and Information Sciences in the training sessions with students. Is it possible these games to be more playful and what is path we must follow to achieve this goal? In the literature review on the concepts of playfulness/gamefulness we are focusing on two opposite sides of a spectrum presented by Roger Caillois: Paidia (or playing; for pure joy, without any goals) and Ludus (or gaming; based on rules and competition). The author’s view is that the games can be at either end or somewhere in the middle (Caillois & Barash, 2001). We have a hypothesis that the serious games in information literacy can never be only playful but if they contain a higher level of playability it will be easier for the students to achieve the learning objectives set by the university teachers and librarians. In the framework of the European project NAVIGATE – Information Literacy: A Game-based Learning Approach for Avoiding Fake Content (https://navigateproject.eu) 70 games used for teaching information literacy in academic libraries and programs were identified and evaluated. We have selected among them 20 best examples of such games and ranked them according to the following criteria: Playability, Lastability, Engagement, User Interface, and Storytelling. An interactive database (https://www.navigateproject.eu/navigamesearch-tool/) was created in order to visualize the list and the categories (the NaviGAMESearcher). Taking into account the results of the evaluation of the top information literacy games and the two original digital games developed within the project (Information Trap Manager and the Navigator) we analyzed where are these games located on the scale of playfulness versus gamefulness and what is the correlation between the level of playability of these games and the students’ achievements. The further steps for evaluation of information literacy games according to the Playful Experiences (PLEX) framework were also defined in the article.
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信息素养中严肃游戏的可玩性:欧洲项目导航的发现
摘要本文探讨了高校图书馆和高校图书馆情报学院系在学生信息素养培训中应用严肃游戏的可玩性。这些游戏是否有可能变得更有趣,我们应该遵循什么路径来实现这一目标?在关于可玩性/游戏性概念的文献综述中,我们关注的是Roger Caillois提出的两个对立的方面:Paidia(或玩;纯粹的快乐,没有任何目标)和Ludus(或游戏;基于规则和竞争)。作者的观点是,游戏既可以处于两端,也可以处于中间(Caillois & Barash, 2001)。我们有一个假设,即信息素养中的严肃游戏不可能仅仅是好玩的,但如果它们包含更高水平的可玩性,那么学生将更容易实现大学教师和图书馆员设定的学习目标。在欧洲项目导航-信息素养:避免虚假内容的基于游戏的学习方法(https://navigateproject.eu)的框架内,确定并评估了70个用于在学术图书馆和计划中教授信息素养的游戏。我们从中挑选了20款此类游戏的最佳范例,并根据以下标准对它们进行排名:可玩性、持久性、粘性、用户界面和故事叙述。为了可视化列表和类别(NaviGAMESearcher),创建了一个交互式数据库(https://www.navigateproject.eu/navigamesearch-tool/)。考虑到对顶级信息素养游戏和项目中开发的两个原始数字游戏(信息陷阱管理器和导航员)的评估结果,我们分析了这些游戏在可玩性和游戏性的尺度上的位置,以及这些游戏的可玩性水平与学生成就之间的相关性。文章还定义了根据玩乐体验(PLEX)框架评估信息素养游戏的进一步步骤。
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来源期刊
International Information and Library Review
International Information and Library Review Social Sciences-Library and Information Sciences
CiteScore
2.40
自引率
0.00%
发文量
34
期刊介绍: For more than twenty years, the International Information and Library Review has been welcomed by information scientists, librarians and other scholars and practitioners all over the world for its timely articles on research and development in international and comparative librarianship, information sciences, information policy and information ethics, digital values and digital libraries. Contributions to the journal have come from staff or members of many different international organizations, including the United Nations, UNESCO, IFLA, and INTAMEL, and from library and information scientists in academia, government, industry, and other organizations.
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