Details

Uporaba namizne igre igranja vlog za predstavitev prostorov in storitev šolske knjižnice : magistrsko delo
ID Jelić, Natalia (Author), ID Jug, Tjaša (Mentor) More about this mentor... This link opens in a new window

.pdfPDF - Presentation file, Download (10,13 MB)
MD5: 922FD7CA985352C071FA4C607DD8DBDC

Abstract
Igrifikacija obsega široko področje raziskovanja, ki ponuja veliko možnosti za oblikovanje zabavnih načinov predstavitve knjižnice in njenih storitev. S pomočjo skupinskih intervjujev, praktičnih nalog in z izvedbo igre smo želeli ugotoviti, kako udeleženci doživljajo uvajanje preko namizne igre igranja vlog, ter na kakšen način oblikovana igra vpliva na njihovo orientacijo po prostoru knjižnice in na poznavanje njenih storitev. Prav tako smo raziskovali morebitne prednosti in pomanjkljivosti v primerjavi s klasičnim uvajanjem uporabnikov. Izvedba raziskave v treh šolskih knjižnicah je potekala v marcu 2025 s skupno 18 udeleženci. Ugotovili smo, da so udeleženci v raziskavi igrificirano uvajanje doživljali kot pozitivno in prijetno izkušnjo. Opazili smo izboljšavo na področju orientacije uporabnikov po prostoru knjižnice po izvedeni igri, specifično na področju poznavanja lokacije različnih delov knjižnice, postavitvi gradiva strokovnega oddelka ter pomnjenju informacij o knjižnici. Pri sodelujočih, ki so šolsko knjižnico dobro poznali, nismo zaznali večjih sprememb. Kot največja prednost igre se je izkazala njena prilagodljivost, inovativnost in zabavnost. Pomanjkljivosti uporabe igre se navezujejo na število igralcev, nepredvidljivost različnih situacij, časovni obseg igre ter določen raven priprave na izvedbo. Ugotovitve raziskave predstavljajo izhodišče za nadaljnje študije, ki bi vključile različne starostne skupine in druge vrste knjižnic ter s tem poglobile razumevanje obravnavanega področja.

Language:Slovenian
Keywords:igrifikacija, namizna igra igranja vlog, šolska knjižnica, osnovna šola, predstavitev knjižnic
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FF - Faculty of Arts
Place of publishing:Ljubljana
Publisher:N. Jelić
Year:2026
Number of pages:129 f.
PID:20.500.12556/RUL-182083 This link opens in a new window
UDC:027.8:794.3(043.2)
COBISS.SI-ID:276639747 This link opens in a new window
Publication date in RUL:24.04.2026
Views:43
Downloads:12
Metadata:XML DC-XML DC-RDF
:
Copy citation
Share:Bookmark and Share

Secondary language

Language:English
Title:Using a Tabletop Role-Playing Game in School Library Orientation
Abstract:
Gamification encompasses a broad area of research that offers many possibilities for designing entertaining ways of presenting libraries and their services. Using group interviews, practical tasks and the implementation of a game, we wanted to determine how participants experience the introduction through a role-playing board game, and how the designed game affects their orientation in the library space and their knowledge of its services. We also investigated several advantages and disadvantages compared to classic user introduction. The research was conducted in three school libraries in March 2025 with a total of 18 participants. We found that the participants in the study experienced the gamified introduction as a positive and enjoyable experience. We observed an improvement in users' orientation in the library space after the game, specifically the locations of different parts of the library, the layout of the library materials, and memorizing specific informations about the library. We did not detect any major changes among the participants who knew the school library well. The biggest advantage of the game was its flexibility, innovation and fun. The disadvantages of using the game are related to the number of players, the unpredictability of different situations, the time frame of the game and a certain level of preparation for implementation. Research findings represent a starting point for further studies that would include different age groups and other types of libraries, thereby deepening the understanding of the area under consideration.

Keywords:gamification, tabletop role-playing game, school library, primary school, library orientation

Similar documents

Similar works from RUL:
Similar works from other Slovenian collections:

Back