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[目的 /意义]尝试利用入馆式寻宝游戏的模式来进行新生信息素养培训设计,为优化游戏类信息素养培训产品、完善高校图书馆新生信息素养培训体系提供参考借鉴。[方法 /过程]将“游戏化”概念引入新生信息素养培训方案,选择Edventure Builder平台作为寻宝游戏开发平台,以满足在移动设备上的使用需求;采用艾伦的敏捷迭代模型进行游戏设计,以所见即所得的方式在短期内完成游戏设计、实施全过程。通过对比预调查与培训结束后的实际结果对培训执行效果进行评估。[结果/结论]“游戏化”培训模式有效地提升了用户参与度,通过培训,用户的图书馆知识/技能水平与使用便利程度感知水平都有了明显提升。同时,指出游戏开发面临许多困难,需要通过借鉴与吸取国内外经验,提升图书馆的服务理念、服务能力加以解决。
[Purpose / Significance] Trying to make use of the model of treasure hunt game to design new information literacy training, provide reference for optimizing training information products for game information literacy and perfecting information literacy training system for freshmen in university library. [Method / Process] Introducing the concept of “gamification” into the new information literacy training program, selecting the Edventure Builder platform as a treasure hunt game development platform to meet the needs of mobile devices; using Allen’s agile iterative model for game design , In the WYSIWYG manner in the short term to complete the game design, the implementation of the whole process. By comparing the actual results of the pre-survey and the training, the effectiveness of the training is evaluated. [Results / Conclusions] “Grooming ” training mode effectively enhances user participation. Through training, users’ library knowledge / skill level and ease of use awareness have been significantly improved. At the same time, it points out that the development of games faces many difficulties and needs to be solved by drawing on and drawing on the experience at home and abroad to enhance the library’s service concept and service capabilities.