Penggunaan gamifikasi dalam layanan Perpustakaan UIN Malang untuk merangsang partisipasi dan keterlibatan mahasiswa dalam pembelajaran
Abstract
Higher education plays a central role in the social, economic, and intellectual development of a nation, providing access to knowledge, skills, and enhancing social mobility. Libraries, particularly the UIN Malang Library, play a crucial role in supporting learning and research amidst technological advancements and changing student learning patterns. However, the low reading interest and library visits in Indonesia present significant challenges. To address this, the implementation of gamification in library services emerges as a potential solution. Gamification, which integrates game elements such as points, levels, competitions, and rewards into non-game activities, aims to boost student motivation and participation. Successful implementations at various universities have shown significant increases in student participation. At the UIN Malang Library, gamification can create a more engaging and interactive learning environment, increase student engagement with library resources, and collect valuable data for service improvement. Thus, gamification can help make the library a relevant and attractive learning hub, supporting academic achievement and strengthening the academic community.
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