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How literacy increased through gamification

What if – A Tale from the Library

The library

In a prominent city in Uganda, not far from its bustling capital, Kampala, stands a significant library. A haven of knowledge, culture, and heritage. However, over the years, it faced a mounting challenge. Uganda, like many countries, grappled with falling reading interest and literacy rates among its youth. Books were competing against the allure of smartphones, video games, and the internet.

Enter Nakato, an innovative librarian with a passion for literature and a vision to rejuvenate the youth’s reading habits. Nakato, aware of the youth’s affinity for technology and games, saw an opportunity to integrate both to inspire a love for reading.

The Gamified Reading Initiative

  1. Tag & Track – Nakato introduced Tagpresto labels to each book. When a user checked out a book, they would scan the Tagpresto QR code. This action would add points to their virtual library card. Different genres and levels of books had varying points, encouraging readers to diversify their reading palette.

  2. Challenges & Rewards – Each month, Nakato and her team set reading challenges. Completing a set of books, exploring a new genre, or attending reading groups would unlock digital badges and points. Accumulated points could be redeemed for tangible rewards, from stationery sets to vouchers for local cafes.

  3. Interactive Leaderboards – A large digital screen in the library’s entrance displayed the top readers of the month, sparking friendly competition. Young readers were not only competing with their peers but also pushing themselves to read more.

  4. Digital Reading Circles – Recognizing the importance of discussion in reinforcing comprehension, Nakato set up virtual reading circles. Here, participants could discuss the month’s most-read books, share insights, and debate interpretations, all while earning extra points.

The impact was transformative. The library, once a quiet, solemn place, now buzzed with excited young readers discussing their latest reads, trading book recommendations, and checking leaderboards. Reading was no longer a solitary activity but a vibrant, communal game.

Nakato’s innovative approach received national attention. Other libraries across Uganda began adopting her gamified model, with the dream of reviving the reading culture and, consequently, boosting literacy rates in the nation.

It was Nakato’s unique blend of passion, innovation, and understanding of her community’s needs that made all the difference. In the process, she not only enhanced the reading experience for the youth but also paved the way for a brighter, more literate future for Uganda.


The story above is an illustrative customer scenario created to showcase how Tagpresto can assist businesses like this. While this story may not be based on a real scenario, it reflects the genuine benefits and solutions that Tagpresto offers.

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