A biblioteca escolar no modo Play
incentivando a gamificação através das mecânicas de jogos
DOI:
https://doi.org/10.22478/ufpb.1809-4775.2023v19n1.66235Abstract
Objective: The research sought to find out how the use of gamification in school libraries happens.
Methodology: With a qualitative approach, bibliographic research and case studies were developed in
14 multilevel libraries of the Federal Institute of Education, Science and Technology in Rio Grande do
Sul (IFSUL), which responded to a questionnaire. Results: In the bibliographic survey, specific games
with the library theme and other games that can be used in them were identified. Also, cases of use of
gamification were reported in libraries in different locations in the country and abroad. Regarding the
IFSUL libraries, intentions were perceived, both to implement games in the library, and games that are
already used in them. It was pointed out which aspects are worked on and what are the results
achieved through the incorporation of games to the collection of these libraries. It was found that there
is no homogeneity in the policies of the libraries of the IFSUL network for the use of this type of
collection, however the use of games in libraries that do so brings many benefits to students.
Conclusion: The games made available in and by school libraries are an important resource in the
teaching-learning process, therefore, they can play an important role in encouraging and promoting
their use. Although the gamification theme is well explored in the area of education, it deserves more
attention from the area of Librarianship, as the theme is less explored when related to the school
library.
Keywords: School library; Multilevel library; Games; Gamification.