Journals / Education and Technology in Information Science / 2026 / Cilt: 1 Sayı: 1

Perception, Awareness, Readiness of Librarians towards Gamification in Library Services: Example of Rize City

Kütüphane Hizmetlerinde Oyunlaştırmaya Yönelik Kütüphanecilerin Algısı, Farkındalığı, Hazırbulunuşluğu: Rize İli Örneği

Derya Hisoğlu(RECEP TAYYİP ERDOĞAN ÜNİVERSİTESİ)0000-0002-6748-4877
Pages
1–12
Publication Date
2023-07-27
DOI
—
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

In addition, the participants stated that in order for gamification to be implemented, there should be elements such as appropriate materials and equipment in the libraries.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Librarians, who present information and ensure the transfer of knowledge from generation to generation, should constantly renew and develop themselves depending on the changing world conditions.
📊
Key Findings & Data:They resort to various methods in order to attract today's users to libraries and present information to them effectively and efficiently.
💡
Conclusion & Impact:In addition, the participants stated that in order for gamification to be implemented, there should be elements such as appropriate materials and equipment in the libraries.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:Oyunlaştırma · akademik kütüphaneler · halk kütüphaneleri

Abstract

Librarians, who present information and ensure the transfer of knowledge from generation to generation, should constantly renew and develop themselves depending on the changing world conditions. They resort to various methods in order to attract today's users to libraries and present information to them effectively and efficiently. Among these methods, there are many activities such as painting exhibitions, information literacy seminars, marbling art activities, movie hours, and gamification. Gamification is the fulfillment of a task in a more fun way by using game mechanics in a non-game environment. The aim of this study, which deals with gamification, is to reveal the perceptions, awareness and readiness of librarians working in academic and public libraries in Rize province. For this purpose, semi-structured interview technique was applied to eight librarians working in Rize. According to the data obtained, it has been determined that librarians know gamification as a definition, perceive it in a positive way in general, and half of them are aware of gamification. In addition, the participants stated that in order for gamification to be implemented, there should be elements such as appropriate materials and equipment in the libraries.

Özet

Bilgiyi sunan, bilginin kuşaktan kuşağa aktarılmasını sağlayan kütüphaneciler değişen dünya şartlarına bağlı olarak sürekli kendilerini yenilemeli ve geliştirmelidirler. Günümüz kullanıcılarını kütüphanelere çekebilmek, onlara etkin ve verimli bir şekilde bilgiyi sunmak adına çeşitli yöntemlere başvurmaktadırlar. Bu yöntemler arasında resim sergileri, bilgi okuryazarlığı seminerleri, ebru sanatı faaliyetleri, sinema saatleri, oyunlaştırma gibi pek çok faaliyet yer almaktadır. Oyunlaştırma, oyun mekaniklerinin oyun dışı ortamda kullanılarak bir görevin daha eğlenceli bir şekilde yerine getirilmesidir. Oyunlaştırmanın ele alındığı bu çalışmanın amacı, Rize ili bünyesindeki akademik ve halk kütüphanelerinde çalışan kütüphanecilerin oyunlaştırma ile ilgili algılarını, farkındalıklarını, hazır bulunma durumlarını ortaya koymaktır. Bu amaç doğrultusunda Rize ilinde görev yapan sekiz kütüphaneciye yarı yapılandırılmış görüşme tekniği uygulanmıştır. Elde edilen verilere göre kütüphanecilerin, oyunlaştırmayı tanım olarak bildikleri, genel olarak olumlu yönde algıladıkları ve yarısının oyunlaştırmanın farkında olduğu tespit edilmiştir. Ayrıca katılımcılar, oyunlaştırmanın uygulanabilmesi için kütüphanelerde buna uygun materyal, donanım gibi unsurların olması gerektiğini ifade etmişlerdir.

🔖

Cite This Article

Çetintaş, H. B., Hisoğlu, D. (2023). Perception, Awareness, Readiness of Librarians towards Gamification in Library Services: Example of Rize City. Education and Technology in Information Science, Cilt: 1 Sayı: 1, 1–12. https://ajindex.com/articles/1644961

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (20)

  1. Adeyemi, I. O., Esan, A. O. ve Aleem, A. (2021). Application of gamification to library services: Awareness, perception, and readiness of academic librarians in Nigeria. Electronic Library, 39(5), 767-781. https://doi.org/10.1108/EL-05-2021-0096
  2. Altuğ, E. ve Kılıçarslan, Z. (2018). Kütüphanelerde oyunlaştırma. Türk Kütüphaneciliği, 32(3), 208-222. https://doi.org/10.24146/tkd.2018.38
  3. Arkün Kocadere, S. (2019). Kütüphane oryantasyonunun oyunlaştırılması: Bir uygulama önerisi. Türk Kütüphaneciliği, 33(1), 6-23. https://doi.org/10.24146/TKD.2019.46
  4. Bigdeli, Z., Haidari, G., HajiYakhchali, A. ve BasirianJahromi, R. (2016). Gamification in library websites based on motivational theories. Webology, 13(1), Article 146. http://www.webology.org/2016/v13n1/a146.pdf
  5. Colasanti, N., Fiori, V. ve Frondizi, R. (2020). Promoting knowledge circulation in public libraries: The role of gamification. Library Management, 41(8-9), 669-676. https://doi.org/10.1108/LM-04-2020-0064
  6. Creswell, J. W. (2020). Nitel araştırma yöntemleri: Beş yaklaşıma göre nitel araştırma ve araştırma deseni. Siyasal Kitabevi.
  7. Deterding, S., Dixon, D., Khaled, R. ve Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification”. MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments içinde (ss. 9-15). https://doi.org/10.1145/2181037.2181040
  8. Felker, K. ve Phetteplace, E. (2015). Accidental technologist: Gamification in libraries. Reference & User Services Quarterly, 54(2), 19-23. https://doi.org/10.5860/RUSQ.54N2.19 Hanshew, J. ve Alley, A. (2021). Confronting the beast: Using gamification in library strategic planning. College & Research Libraries News,82(10), 477. https://doi.org/10.5860/crln.82.10.477
  9. Higher, A. W. (2014). The potential for using gamification in academic libraries in order to increase student engagement and achievement. Nordic Journal of Information Literacy in Higher Education, 6(1), 39-51. http://eprints.hud.ac.uk/21134
  10. Hill, C. (2016). Play On: The use of games in libraries. The Christian Librarian, 59(1). http://www.acl.org/Followthisandadditionalworksat:http://digitalcommons.georgefox.edu/tclhttp://digitalcommons.georgefox.edu/tcl/vol59/iss1/6
  11. Huizinga, J. (2013). Homo ludens: Oyunun toplumsal işlevi üzerine bir deneme [Homo Ludens: A study of the play-element in culture]. Ayrıntı.
  12. Jung, K. ve Wang, L. (2021). A study on the effect of gamification on use-intention and participation in libraries. ICIC Express Letters, Part B: Applications, 12(1), 9-15. https://doi.org/10.24507/ICICELB.12.01.9
  13. Kapp, K. M. (2012). The gamification of learning and instruction: The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons. https://books.google.com.tr/books?hl=tr&lr=&id=M2Rb9ZtFxccC&oi=fnd&pg=PR12&dq=The+Gamification+of+Learning+and+Instruction&ots=JyLj436A4J&sig=EaKX6Fc1AKbVZfjO6Kjz_WGvN2Q&redir_esc=y#v=onepage&q=The%20Gamification%20of%20Learning%20and%20Instruction&f=false
  14. Kirsch, B. (2014). Games in libraries: Essays on using play to connect and instruct. McFarland & Company. https://books.google.com/books?hl=tr&lr=&id=XVWoAgAAQBAJ&oi=fnd&pg=PP1&dq=Kirsch+BA&ots=CS-Qhpng3I&sig=onmUU7dN_0SsAwNiB9x5ZYSXFvM
  15. Marczewski, A. (2013). Gamification: A simple introduction. https://books.google.com/books?hl=tr&lr=&id=IOu9kPjlndYC&oi=fnd&pg=PA3&dq=Marczewski,+A.+(2013).+Gamification:+A+simple+introduction&ots=kJMuZHjOVX&sig=FMl53XMNK8nPwrbG47qrQccS9gk
  16. Marzal, M.-Á. ve Cardama, S. M. (2021). Gamification as a strategy for visual literacy skills-based education: A proposal for educational libraries. Journal of Library & Information ServiceS in DiStance Learning 2021, 15(4), 236-252. https://doi.org/10.1080/1533290X.2021.2005215
  17. Reed, K. N. ve Miller, A. (2020). Applying gamification to the library orientation. Information Technology and Libraries, 39(3). https://doi.org/10.6017/ITAL.V39I3.12209
  18. Spina, C. (2013). Gamification: is it right for your library. AALL Spectrum, 17(6), 7-25. https://www.aallnet.org/main-menu/publications/
  19. Yılmaz, E. (2018). İş’te oyunlaştırma: Yeni nesil motivasyon. Ceres Yayınları. https://books.google.com/books?hl=tr&lr=&id=Q3HLDwAAQBAJ&oi=fnd&pg=PT8&dq=ercan+altu%C4%9F+y%C4%B1lmaz+yeni+nesil+motivasyon&ots=lFqaWqFma2&sig=mgQNgcpf0B3BBy-MrSE7hayEF9I
  20. Huizinga, J. (2013). Homo ludens: Oyunun toplumsal işlevi üzerine bir deneme [Homo Ludens: A study of the play-element in culture]. Ayrıntı.