图书馆研究 ›› 2016, Vol. 46 ›› Issue (2): 1-4.

• 学术探讨 •    下一篇

图书馆入馆教育游戏化初探 *

王芳   

  1. 天津师范大学图书馆,天津 300387
  • 收稿日期:2016-03-02 出版日期:2016-02-20 发布日期:2019-04-28
  • 作者简介:王芳(1983-),女,馆员,硕士,研究方向:信息素养教育、创新服务。
  • 基金资助:
    *本文获全国教育科学规划教育部青年课题“大数据时代高校师生个性化信息素养教育研究”(EIA130418)

Exploration of the Gamification in Library Entry Education

WANG Fang   

  1. Tianjin Normal University Library,Tianjin 300387,China
  • Received:2016-03-02 Online:2016-02-20 Published:2019-04-28

摘要:

基于游戏化的图书馆入馆教育,介绍了构建入馆教育游戏的过程和经验,包括合作方式、经费来源、设计流程以及开展的方式。以一种有趣的方式教会学生关于图书馆空间、资源和服务的知识,吸引更多的学生进入图书馆,有助于促使用户与图书馆建立积极持久的联系和增加图书馆物理和电子的资源以及服务的利用率。

关键词: 游戏化, 信息素养, 入馆教育, 创新服务

Abstract:

Based on the gamification of library entry education, this paper introduces the experience and process of the game in the construction of the library entry education, including the method of cooperation, funds source, the design process and the way. It is an interesting way to teach students knowledge of library space, resources, services and attract more students to go to the library, which can prompt to build positive and lasting contact between the user and the library, and increase the physical and electronic library resources and services utilization.

Key words: gamification, information literacy, library entry education, service innovation

中图分类号: 

  • G252