Tarragó, Nancy SanchezSouza, Marciele Oliveira de2025-01-102025-01-102024-08-29SOUZA, Marciele Oliveira de. Gamificação como estratégia para o desenvolvimento da competência em informação e promoção da leitura em bibliotecas comunitárias. Orientadora: Dra. Nancy Sánchez Tarragó. 2024. 115f. Dissertação (Mestrado Profissional em Gestão da Informação e do Conhecimento) - Centro de Ciências Sociais Aplicadas, Universidade Federal do Rio Grande do Norte, Natal, 2024.https://repositorio.ufrn.br/handle/123456789/61125This study proposes an innovative approach to the development of information literacy and the promotion of reading in community libraries, using gamification as a central strategy. The research was conducted at the Fé, Alegria e Esperança Community Library, part of the Fé e Alegria Foundation of Brazil, located in the Loteamento Boa Esperança in Natal, Rio Grande do Norte. Recognized as a key reference for the community, this library promotes activities that stimulate reading and develop information literacy skills among users engaged in its projects. Its informational practices are anchored in an institutional document that presents a thematic matrix focused on social coexistence and the rights of children and youth. In this context, gamification – defined as the use of game elements in non-playful settings – is adopted as an effective strategy to increase motivation and user engagement. The main objective of the research was to develop a structured guide for creating gamified activities, focusing on improving information literacy and promoting reading in community libraries. The study employed an exploratory, descriptive, and applied methodology, with an action-research approach. The data collection techniques included bibliographic research, participant observation, and tests of gamified activities conducted with a pilot group of users. The research followed specific stages: identifying relevant information literacy skills for children and adolescents; analyzing gamification strategies; and developing a gamified activity model, based on Ivanio Dickmann's proposal, incorporating challenges, rewards, and healthy competition. An essential step in the research was the implementation and evaluation of four gamified activities with participants aged 12 to 17. These activities aimed to develop information literacy skills such as locating information sources, interpreting content, effective communication, teamwork, and building new social relationships. The results showed that the inclusion of playful and competitive elements in the library's routine significantly contributed to user engagement, promoting the development of information literacy and encouraging reading. Based on these findings, a guide with guidelines for the application of gamified activities was created, offering a valuable resource for adaptation in other contexts or libraries.Acesso AbertoBiblioteca comunitáriaCompetência em informaçãoPromoção da leituraGamificaçãoGamificação como estratégia para o desenvolvimento da competência em informação e promoção da leitura em bibliotecas comunitáriasmasterThesisCNPQ::CIENCIAS SOCIAIS APLICADAS