Gamification can be a tool for libraries to engage and motivate the public to use the library – but like all other tools it is not a quick fix and must be used wisely.
In this article I share some tools and practical examples of how they have been used in libraries.
Narratives are powerful. This is no secret to the library profession. The narrative element is also very important in games and is a way to engage people in the game.
Several gamification projects in libraries use this element. It is often combined with the game element Quest. A quest is the part of the story where you must solve some mysteries or puzzles to unlock more of the story.
Hidden Treasures: A quest from Guldborgsund Public Library:
Guldborgsund Public Library invites local citizens and visitors of the city on interactive walks around the town as part…
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