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Igrifikacija v knjižnicah v Sloveniji, na Tajvanu in Kitajskem : Praktična izvedba sobe pobega v knjižnici Oddelka za azijske študije : praktična izvedba sobe pobega v knjižnici Oddelka za azijske študije
ID Strehar, Klara (Author), ID Petrovčič, Mateja (Mentor) More about this mentor... This link opens in a new window, ID Švab, Katarina (Mentor) More about this mentor... This link opens in a new window

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Abstract
Upad obiskovanja knjižnic je vsesplošen pojav, zato v knjižnicah uporabljajo različne pristope, med katerimi je tudi igrifikacija, s katero bi povečali obisk in dvignili pomen knjižničnih storitev za svoje uporabnike. Pojem »igrifikacija« je v diplomskem delu po-drobneje razložen, prav tako sestava, elementi in možna implikacija, s poudarkom na im-plementaciji v knjižničnem prostoru. Predstavili smo analitični pregled dosedanjih razi-skav na področju igrifikacije in psiholoških dejavnikov zanjo, praktično implementacijo igrifikacije v knjižnice na Kitajskem, Tajvanu in v Sloveniji ter načine igrifikacije in iger, omejitve, izzive ter prednosti uporabe igrifikacije v knjižnicah. Predstavljena je izvedba oziroma praktični prikaz sobe pobega, ki je bila izvedena marca 2023 v knjižnici Oddelka za azijske študije na Filozofski fakulteti Univerze v Ljubljani. Izvedena soba pobega je bila zastavljena kot sredstvo za pomoč študentom sinologije in bibliotekarstva za boljše spoznavanje knjižničnega prostora knjižnice za azijske študije, dejavnosti knjižnice za azijske študije ter kulturološkega aspekta kitajske kulture. Na podlagi analize izvedbe in ankete 9 udeležencev smo ugotavljali uporabniško izkušnjo študentov, kako je igrificirana vsebina sodelujočim služila kot orodje za lažje usvajanje snovi, prostorske postavitve gra-diva v knjižnici in za samostojno iskanje gradiva po knjižnici ter kako ocenjujejo izbrano temo, grafično podobo in zastavljene naloge. Rezultati analize kažejo, da je bila uporab-niška izkušnja udeležencev zelo dobra, saj so udeleženci izrazili željo za izdelavo in sode-lovanje v novi sobi pobega. Novi pristopi, kot je soba pobega, zahtevajo veliko vloženega truda, časa in načrtovanja za izvedbo, zato je potrebno dobro poznati elemente za načrto-vanje, predvsem pa cilje, ki jih želimo doseči, in ciljno skupino uporabnikov. Rezultati analize in ankete potrjujejo, da knjižničarji morajo poznati pristope, ki vključujejo igrifi-kacijo, in jo smiselno uporabiti pri svojem delu v knjižnicah.

Language:Slovenian
Keywords:igrifikacija, knjižnična izobraževalna dejavnost, sodelo-valne igre, soba pobega, Tajvan, Kitajska, Slovenija
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FF - Faculty of Arts
Place of publishing:Ljubljana
Publisher:K. Strehar
Year:2023
Number of pages:63 f.
PID:20.500.12556/RUL-148114 This link opens in a new window
UDC:021.2:793.5/7(497.4:529:510)(043.2)
COBISS.SI-ID:159872259 This link opens in a new window
Publication date in RUL:27.07.2023
Views:929
Downloads:82
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Secondary language

Language:Chinese
Title:Gamification in Libraries in Slovenia, Taiwan and China : Practical Implementation of an Escape Room in the Library of Asian Studies Department
Abstract:
Since a decline of using physical spaces of libraries is a widely observed phenomenon, libraries are using various innovative approaches, including gamification, to attract more visitors and offer rich library services to the patrons. The final thesis presents and elabo-rates on the concept of "gamification", it's structure, elements and possible implication with focus on implication in libraries. The final thesis includes two parts. First part is an analytical review of already concluded researches on the topic of gamification, psycho-logical factors behind it and the practical implication of gamification in libraries in China, Taiwan and Slovenia. Furthermore, various gamification and game methods, limitations, challenges and advantages of using gamification in library spaces are discussed. The focus of the second part of the thesis is a description of a practical implementation of an escape room game in library space, which was carried out in March 2023 in library of Depart-ment for Asian Studies at the Faculty of Arts in University of Ljubljana. The implemented escape room's main goal was familiarisation of Sinology and Library and Computer Sci-ence students with the library space of the library of Asian Studies and its activities as well as with Chinese culture, customs and tradition. Through performance analysis and survey among 9 students it was sought to determine student user experience with gamified activities. The goal of the survey was to evaluate the usefulness of gamified activities as a tool for making the learning process easier, rate of facilitation of the acquisition of the books by users and the role of subjective evaluation of topic, graphic design of the escape room and tasks. The results of the analysis show that the user experience was extremely good, as the participants expressed their desire to create and participate in possible future escape room activities. New approaches, like escape room for example, are very time de-manding activities. Since a lot of effort, time and planning is required for the implementa-tion, it is crucial to determine the goals to be achieved and the end users in advance. Li-brary staff, as the results of the analysis confirm, must know gamification approaches and sensibly use them in library space.

Keywords:Gamification, Library Educational Activity, Teamwork games, Escape Rooms, Libraries, Slovenia, China, Taiwan

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