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Designing Gamification and Analyzing Performance Indicators to Enhance Academic Library Services

Journal of Korean Library and Information Science Society / Journal of Korean Library and Information Science Society, (P)2466-2542;
2024, v.55 no.3, pp.167-192
https://doi.org/10.16981/kliss.55.3.202409.167
Hyeyoung Kim (Cheongju University)
Hanseul Lee (MyoungJi University)
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Abstract

Gamification is an effective strategy to enhance the quality of academic library services by encouraging student engagement and participation. This study developed a design framework for the effective implementation of gamification in academic libraries. To this end, a framework based on the information literacy model was developed through a literature review, content analysis of Korean and international case studies, and in-depth interviews with five librarians of academic libraries. The framework outlines the design elements and game mechanisms to be considered at each stage of the process, including task definition, information search, collection, utilization, and integration. Additionally, performance indicators were established to measure the cognitive, emotional, and social impacts of gamification. This study is expected to serve as a foundation for the systematic implementation and evaluation of gamification in academic libraries, ultimately contributing to increased user participation and enhanced learning motivation.

keywords
Gamification, Academic Library, Design Framework, Information Literacy, Performance Indicators
Submission Date
2024-08-25
Revised Date
Accepted Date
2024-09-10

Journal of Korean Library and Information Science Society