Gamifikasi Dalam Layanan Perpustakaan Untuk Menarik Minat Pembaca Muda

Bagas Pratama, Rully Khairul Anwar, Siti Chaerani Djen Amar, Evi Nursanti Rukmana

Abstract


Gamifikasi adalah metode inovatif untuk menarik minat pembaca muda di era digital. Dengan elemen-elemen permainan, perpustakaan dapat menciptakan suasana yang lebih menarik dan interaktif. Penelitian ini menggunakan metode narrative literature review untuk menganalisis dua rujukan tentang gamifikasi dan layanan perpustakaan. Hasilnya menunjukkan gamifikasi berpotensi meningkatkan penggunaan layanan dan koleksi perpustakaan. Elemen permainan dapat menarik minat pembaca muda yang sebelumnya kurang tertarik. Gamifikasi juga meningkatkan partisipasi pemustaka dan masyarakat dalam menggunakan layanan perpustakaan dengan efisien dan menyenangkan. Penerapan gamifikasi menciptakan suasana interaktif dan menyenangkan di perpustakaan, meningkatkan keterlibatan, motivasi, kreativitas, dan keterampilan berpikir kritis pembaca muda. Dengan strategi yang tepat, perpustakaan bisa menjadi lebih menarik dan relevan bagi generasi muda di era digital. Gamifikasi diharapkan bisa meningkatkan partisipasi pemustaka dan masyarakat dalam memanfaatkan layanan perpustakaan dengan efisien dan menyenangkan.

 

Gamification in Library Services to Attract Young Readers.  Gamification is an innovative method to attract young readers in the digital age. With game elements, libraries can create a more engaging and interactive atmosphere. This research uses the narrative literature review to analyze two references on gamification and library services. The results show that gamification can potentially increase the use of library services and collections. Game elements can attract young readers who were previously less interested. Gamification also efficiently and enjoyably increases user and community participation in library services. Implementing gamification creates an interactive and fun atmosphere in the library, increasing young readers' engagement, motivation, creativity and critical thinking skills. With the right strategy, libraries can become more attractive and relevant to the younger generation in the digital age. Gamification is expected to increase user and community participation in utilizing library services efficiently and enjoyably.  


Keywords


gamifikasi, game, layanan perpustakaan, pembelajaran, literatur

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References


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DOI: https://doi.org/10.24821/jap.v5i2.13286

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Creative Commons LicenseThis work is licensed under a Creative Commons Attribution 4.0 International LicenseISSN 2808-151X (online) dan ISSN 2808-1641 (print).

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