Gamifikasi Dalam Pengajaran Literasi Informasi Di Perpustakaan Perguruan Tinggi
Abstract
Gamifikasi dalam pengajaran literasi informasi di perpustakaan perguruan tinggi merupakan pendekatan inovatif yang dapat meningkatkan keterlibatan mahasiswa dalam proses pembelajaran. Penelitian ini mengkaji penerapan gamifikasi dalam pengajaran literasi informasi di perpustakaan melalui tinjauan pustaka yang komprehensif. Literasi informasi merupakan keterampilan penting di era digital, di mana individu harus mampu mengakses, mengevaluasi, dan memanfaatkan informasi dengan efektif. Gamifikasi, sebagai pendekatan inovatif yang memanfaatkan elemen permainan dalam konteks nonpermainan, telah menunjukkan potensi untuk meningkatkan motivasi dan keterlibatan pengguna dalam pembelajaran. Melalui analisis berbagai sumber akademis dan studi kasus, penelitian ini mengidentifikasi metode dan strategi gamifikasi yang efektif dalam meningkatkan pengalaman belajar literasi informasi di perpustakaan. Temuan menunjukkan bahwa elemen gamifikasi seperti tantangan, pengakuan, dan umpan balik dapat mendorong partisipasi aktif dan keinginan untuk belajar di kalangan pengguna perpustakaan. Selain itu, penelitian ini juga mengungkap berbagai tantangan dan batasan dalam penerapan gamifikasi, serta rekomendasi untuk praktik terbaik di masa depan. Dengan demikian, studi ini berkontribusi pada pengembangan perpustakaan dan memberikan wawasan berharga bagi pustakawan dan pendidik dalam merancang program pengajaran yang lebih menarik dan efektif di era informasi saat ini.
Gamification in Teaching Information Literacy in Higher Education Libraries: A Literature Review Study. Gamification in information literacy instruction in university libraries is an innovative approach that can enhance student engagement in learning. This study examines the application of gamification in information literacy instruction in libraries through a comprehensive literature review. Information literacy is a critical skill in the digital age, where individuals must be able to access, evaluate, and utilize information effectively. Gamification, an innovative approach that uses game elements in non-game contexts, has demonstrated the potential to increase user motivation and engagement in learning. This study analyzes various academic sources and case studies to identify effective gamification methods and strategies for enhancing the information literacy learning experience in libraries. Findings indicate that gamification elements such as challenges, recognition, and feedback can encourage active participation and a desire to learn among library users. Additionally, this study uncovers various challenges and limitations in the implementation of gamification, as well as recommendations for future best practices. Thus, this study contributes to library development and provides valuable insights for librarians and educators in designing more engaging and effective instructional programs in today's information age.
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DOI: https://doi.org/10.24821/jap.v6i1.14647
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This work is licensed under a Creative Commons Attribution 4.0 International License. ISSN 2808-151X (online) dan ISSN 2808-1641 (print).















