Implementasi Permainan Edukasi di Ruang Koleksi Anak sebagai Upaya Meningkatkan Kunjungan ke Ruang Anak Perpustakaan Proklamator Bung Hatta Bukittinggi Implementation of Educational Games in the Children's Collection Room as an Effort to Increase Visits to the Children's Room of Perpustakaan Proklamator Bung Hatta Bukittinggi
Main Article Content
Abstract
The development of library services requires innovations that can enhance children’s reading engagement and visits, one of which is the use of educational games in children’s collection rooms. Previous studies have shown that 3D educational games can improve early childhood literacy skills (Intisari et al., 2025), educational games encourage increased student visits to school libraries (Wulandari et al., 2025), and the integration of educational games into library services contributes to higher levels of children’s reading engagement (Patni et al., 2024). This study aimed to explain how educational games are used in the children’s collection room at Perpustakaan Proklamator Bung Hatta and the role of these games in increasing the number of children’s visits. The study employed a descriptive qualitative methodology with informants consisting of children’s room librarians and the head of the library services working team. Data were collected through observation, documentation, and interviews, and then analyzed through the stages of data reduction, data display, and conclusion drawing. The findings show that various types of educational games, such as puzzles, building blocks, Sudoku, logic games, and children’s crossword games, create a pleasant, interactive, and educational learning atmosphere for children, thereby increasing the frequency of visits to the children’s room and the duration of their visits to the library. However, the implementation of educational games also faced constraints, including the limited number of games, damage to materials due to intensive use, and insufficient supervision during peak hours. To address these constraints, librarians implemented strategies such as game rotation, routine maintenance, and clear rules of use for children. This study confirms that educational games function as an effective service innovation to increase children’s visits and engagement in the library, while offering practical implications for developing children’s room services through strengthening educational game collections and involving children in selecting types of games.

Citation Metrics:
Downloads
Article Details

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Blumberg, F. C. (2024). Current state of play: Children’s learning in the context of digital games. Journal of Children and Media, 18(2), 293–299. https://www.tandfonline.com/doi/full/10.1080/17482798.2024.2335725
Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches. SAGE Publications.
Fatimah, F. N., Afifah, H. U. N., Auliani, R., & Larasati, S. A. (2023). Alat Permainan Edukatif sebagai Sumber Pembelajaran Anak Usia Dini. Raudhatul Athfal: Jurnal Pendidikan Islam Anak Usia Dini, 7(1), 44–56. https://doi.org/10.19109/ra.v7i1.15436
Gui, Y. (2023). Effectiveness of digital educational game and game design in STEM learning: A meta-analytic review. International Journal of STEM Education, 10, Article 36. https://stemeducationjournal.springeropen.com/articles/10.1186/s40594-023-00424-9
Intisari, I., Hasmawaty, H., & Hasbur, H. S. (2025). The effect of 3D-based educational games on literacy skills in Group B children. As-Sibyan: Jurnal Pendidikan Anak Usia Dini, 10(1), 103–112. https://ftk.uinbanten.ac.id/journals/index.php/assibyan/article/view/11228 [Broken link]
Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook. SAGE Publications.
Moleong, L. J. (2018). Metodologi Penelitian Kualitatif. Remaja Rosdakarya.
Patni, P., Zannah, F., & Amisyah, S. (2024). Pengembangan App Permainan Edukasi pada Anak Usia Dini: Evolution of Educative Games App for Old Children at This Age. Scientica: Jurnal Ilmiah Sains Dan Teknologi, 2(4), 73–85. https://jurnal.kolibi.org/index.php/scientica/article/view/687
Shortridge, H. (2022). Tiny hands, big impact: Play’s role in early literacy. Children & Libraries, 20(2), 12–17. https://journals.ala.org/index.php/cal/article/download/7800/10864
Sugiyono. (2019). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Wulandari, Y., Bina Ilmiah, A., & Tresnawan, H. A. (2025). The role of educational games in promoting students’ visit at Sony Sugema Library. Berkala Ilmu Perpustakaan dan Informasi, 21(1), 221–235. https://doi.org/10.22146/bip.v21i1.18483
Zega, R. F. W. (2023). Manfaat Penggunaan Permainan Edukatif dalam Pembelajaran Anak Usia Dini. PRESCHOOL: Jurnal Pendidikan Anak Usia Dini, 4(2), 53–64. https://doi.org/10.35719/preschool.v4i2.108
Zhu, Y. (2024). Designing preschool children's educational games for enlightenment through decision analysis methods. Multimedia Tools and Applications. https://link.springer.com/article/10.1007/s11042-024-19803-7














