Gamificación en bibliotecas para la alfabetización mediática e informacional, tendencias, buenas prácticas y recomendaciones

Ramón Alberto Manso Rodríguez

Resumen


Objetivo. Este trabajo presenta, basado un análisis de la literatura sobre el tema, las tendencias y buenas prácticas de la aplicación de la gamificación en acciones de alfabetización mediática e informacional en bibliotecas, ofreciendo además recomendaciones para su diseño e implementación.
Diseño/Metodología/Enfoque. El estudio es de tipo descriptivo, basado un análisis documental clásico, apoyado en una revisión bibliográfica, para el cual se realiza una búsqueda en diversas bases de datos, en la temática de gamificación aplicada a entornos de alfabetización informacional y mediática. Se recuperaron 49 documentos relevantes, publicados entre 2011 y 2021. La idea parte de sintetizar los principales elementos característicos del tema con el objetivo de reforzar su aplicación en bibliotecas. Resultados/Discusión. Se detallan conceptos, teorías, perspectivas y buenas prácticas de la adopción de estrategias de gamificación para el desarrollo de acciones de alfabetización mediática e informacional en diversos tipos de bibliotecas, elementos que permiten comprender los beneficios para proporcionar a los usuarios entornos lúdicos de formación y a partir de ello se ofrece una guía de recomendaciones para su implementación. Conclusiones. A partir del análisis de la literatura se demuestra como la gamificación resulta una forma atractiva de motivar a los usuarios de las bibliotecas a obtener formación a lo largo de la vida mediante programas de alfabetización mediática e informacional.  Originalidad/Valor: Este estudio integra y amplía investigaciones previas en el contexto de la aplicación de estrategias de gamificación en acciones de alfabetización mediática e informacional, proporcionado además una serie de recomendaciones para su implementación por cualquier tipo de bibliotecas.


Palabras clave


Alfabetización Informacional; Alfabetización Mediática; Gamificación; Aprendizaje basado en juegos; Instrucción en biblioteca

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Referencias


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