대학도서관 서비스 효과 증진을 위한 게이미피케이션 설계 및 성과 지표 분석
Designing Gamification and Analyzing Performance Indicators to Enhance Academic Library Services
0
조회
0
다운로드
1
인용
0
참고문헌
키워드
초록
게이미피케이션은 학습자의 몰입과 참여를 촉진하여 대학도서관 서비스의 질적 향상을 도모하는 효과적인 전략으로 평가된다. 본 연구는 대학도서관에 게이미피케이션을 효과적으로 적용하기 위한 설계 프레임워크를 개발하는 데 중점을 두었다. 이를 위해 문헌 연구, 국내외 사례 조사, 대학도서관 사서와의 심층 면담을 통해 정보 리터러시 모형을 기반으로 한 프레임워크를 개발하였다. 이 프레임워크는 정보활동 단계에 해당하는 과제 정의, 정보 탐색, 수집, 활용, 통합 과정에서 고려해야 할 설계 요소와 게임 메커니즘을 제시하였으며, 인지적, 정서적, 사회적 측면에서 게이미피케이션의 효과를 측정할 수 있는 성과 지표를 설계하였다. 본 연구는 대학도서관에서 게이미피케이션을 체계적으로 도입하고 성과를 평가하는데 기초 자료로 활용될 수 있으며, 이를 통해 도서관 이용자의 참여와 학습 동기를 높이는 데 기여할 것으로 기대된다.
Abstract
Gamification is an effective strategy to enhance the quality of academic library services by encouraging student engagement and participation. This study developed a design framework for the effective implementation of gamification in academic libraries. To this end, a framework based on the information literacy model was developed through a literature review, content analysis of Korean and international case studies, and in-depth interviews with five librarians of academic libraries. The framework outlines the design elements and game mechanisms to be considered at each stage of the process, including task definition, information search, collection, utilization, and integration. Additionally, performance indicators were established to measure the cognitive, emotional, and social impacts of gamification. This study is expected to serve as a foundation for the systematic implementation and evaluation of gamification in academic libraries, ultimately contributing to increased user participation and enhanced learning motivation.
참고문헌 (30)
- 공문정, "게이미피케이션을 활용한 가족참여 박물관 교육프로그램 사례연구", 문화예술교육연구, 18(5), pp.23~54 (2023)
- 김성훈, "게이미피케이션 MDA+기반 대학도서관 큐레이션 서비스에 관한 연구", 한국도서관․정보학회지, 50(3), pp.261~291 (2019)
- 송현준, "2021 도서관 빅데이터 활용사례집" (2021), 국립중앙도서관
- 이병기, "학교도서관 중심의 정보매체와 교수매체론" (2017), 조은글터
- 이은주, "포스트 코로나 시대, 부산지역 도서관 미래서비스 연구" (2021), 부산도서관
- 정경은, "게이미피케이션 요소가 초등학생 이용자에게 미치는 영향: 작은도서관 프로그램을 대상으로", 석사, 문헌정보학과, pp.2020
- 조미아, "독서문화진흥 정책에 기반한 공공도서관의 독서 프로그램 개선 방안연구", 한국문헌정보학회지, 57(3), pp.191~210 (2023)
- Ahuvia, A., "Traditional, interpretive and reception based content analyses : improving the ability of content analysis to address issues of pragmatic and theoretical concern", Social Indicators Research, 54(2), pp.139~172 (2001)
- Presidential Committee on Information Literacy, "American Library Association", American Library Association, ~ (1989)
- "Framework for Information Literacy for Higher Education" (2015)[URL]
- Brar, M., "Using a gamification framework to increase student engagement with groupwork", Student Engagement in Higher Education Journal, 5(2), pp.57~75 (2024)
- Chou, Y, "Actionable Gamification: Beyond Points, Badges, and Leaderboards" (2015), CreateSpace Independent Publishing
- Christopoulos, A., "Gamification in education", Encyclopedia, 3(4), pp.1223~1243 (2023)[DOI]
- Deterding, S., "From game design elements to gamefulness: defining gamification", Proceedings of the 15th International Academic MindTrek Conference, pp.9~15 (2011)
- Downie, S., "Investigating the role of gamification in public libraries’ literacy-centered youth programming", International Journal of Play, 11(4), pp.382~404 (2022)[DOI]
- Eisenberg, M. B., "Information Problem-Solving: The Big Six Skills Approach to Library & Information Skills Instruction" (1990), Ablex Publishing
- Felker, K., "Gamification in libraries: the state of the art", Reference & User Services Quarterly, 54(2), pp.19~23 (2014)
- Fogg, B. J., "behavior model for persuasive design", Proceedings of the 4th International Conference on Persuasive Technology, 40 (2009)
- Hunicke, R., "MDA: A formal approach to game design and game research", Proceedings of the Game Developers Conference (2004), Game Developers Conference
- Johnson, M., "The library is undead : information seeking during the Zombie Apocalypse", Journal of Library Innovation, 1(2), pp.29~42 (2010)
- Kapp, K. M, "The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education" (2012), John Wiley & Sons
- Keller, J. M., "Development and use of the ARCS model of instructional design", Journal of Instructional Development, 10(3), pp.2~10 (1987)[DOI]
- Lincoln, Y. S., "Naturalistic Inquiry", pp.289~331 (1985), Sage Publications
- Neuendorf, K. A., "Content analysis guidebook" (2017), Sage Publications
- "Biblion: The Boundless Library" (2011)[URL]
- "NCSU Libraries Mobile Scavenger Hunt" (2021)[URL]
- Swiatek, C., "Playing games at the library: Seriously?", Liber Quarterly: The Journal of the Association of European Research Libraries, 26(2), pp.83~101 (2016)[DOI]
- van Meegen, A., "How serious do we need to be? improving information literacy skills through gaming and interactive elements", Liber Quarterly : The Journal of the Association of European Research Libraries, 20(2), pp.270~288 (2010)[DOI]
- Whitton, N, "Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education" (2010), Routledge
- Worrall, A., "The place of health information and socio-emotional support in social questioning and answering", Information Research, 18(3), pp.587~ (2013)
