Promoção da competência em informação e da leitura em biblioteca comunitária por meio da gamificação
Abstract
This study proposes an innovative approach in the context of community libraries, focusing on the development of information literacy and the promotion of reading through gamification. The research is based on the Fé, Alegria e Esperança Community Library, part of the Fé e Alegria do Brasil Foundation, a reference facility for the Boa Esperança subdivision community in the city of Natal, Rio Grande do Norte. The library carries out several activities to promote reading and encourages the development of information literacy among users who participate in the institution's projects. Gamification, as the use of game elements in non-playful contexts, emerges as a strategy to increase the motivation and engagement of library users. Given the above, the research's general objective is to develop gamification strategies to promote information literacy in community libraries. The specific objectives were: to develop gamification models to develop gamified activities and their elements, and to develop and evaluate gamified activities that are appropriate for the library context. Methodological procedures related to exploratory, descriptive and applied research with an action research approach were used. The results presented are models of four gamified activities and the description and evaluation of the activities carried out. The activities proved to be effective in awakening interest in reading and searching for information, providing a more interactive and motivating environment.