The Knowledge Playroom: An Inclusive Adventure for Vocational Training

Authors

DOI:

https://doi.org/10.60923/issn.2240-3604/25993

Keywords:

Gaming, Information Literacy, Professional Development, Inclusion, Design

Abstract

Our work illustrates why games were chosen as a method to teach active learning to librarians, fostering participation. Games in libraries, supported by various theories, are seen as an educational process that values interaction and reflection. Card games prove to be versatile tools, suitable for both children and adults. Experiences from Italian and American libraries show that games increase motivation, participation, and learning; moreover, they promote inclusion by involving all participants. The creation of a card game has proven effective for collaboratively designing training courses, breaking routines, stimulating creative thinking, and facilitating peer-to-peer exchange for more effective and engaging training.

Published

2026-08-05

Issue

Section

TECA Dossier