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Full-Text Articles in Education

Play A Game, Make A Game: Getting Creative With Professional Development For Library Instruction, Maura A. Smale May 2015

Play A Game, Make A Game: Getting Creative With Professional Development For Library Instruction, Maura A. Smale

Publications and Research

Using games in the library classroom is an active learning strategy that can increase student engagement. However, not all librarians are equally familiar and comfortable with bringing game-based learning to the library. Game On for Information Literacy is a brainstorming card game to help librarians create games for information literacy and library instruction. Inspired by other successful brainstorming card games, this game was developed, playtested, and iterated over several years in workshops, graduate-level MLIS courses, and professional development programs. Game materials are all available to download, use, remix, and share.


Learning Through Play, The Old School Way, Lucinda Rush Oct 2014

Learning Through Play, The Old School Way, Lucinda Rush

Libraries Faculty & Staff Presentations

Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster introduces new ideas for instructional design using game structures that students are already familiar with to teach information literacy concepts. It is well documented that millennials enjoy learning through collaboration with peers and self-exploration in a fast-paced, technology rich environment, and game-based instruction can be a great way to engage them in the classroom. While millennials are comfortable with technology and enjoy learning through video and web-based games, it is difficult for libraries with limited resources to compete with the expectations that students have based on …


Learning Through Play, The Old School Way: Teaching Information Ethics To Millennials, Lucinda Rush Jan 2014

Learning Through Play, The Old School Way: Teaching Information Ethics To Millennials, Lucinda Rush

Libraries Faculty & Staff Publications

Incorporating gaming and active learning elements into library instruction in academic libraries has proven to be an effective way to engage Millennials and increase their retention of knowledge. This article ties research on the learning preferences of Millennials to elements of active and game-based learning. The author describes the process of creating an innovative game based on Candy Land to teach undergraduates about information ethics and makes recommendations for creating non-digital games for instructional purposes based on this experience.


Get In The Game: Developing An Information Literacy Classroom Game, Maura A. Smale Jan 2012

Get In The Game: Developing An Information Literacy Classroom Game, Maura A. Smale

Publications and Research

Much current research in the field of games-based learning demonstrates that games can be successfully incorporated into educational contexts to increase student engage-ment, motivation, and learning. Academic librarians are also using games as an innova-tive instructional strategy to strengthen students’ research skills and their understanding of information literacy concepts. This article discusses the development and implemen-tation of Quality Counts, a classroom information literacy game designed to teach un-dergraduate students how to evaluate Internet sources. After a brief overview of the game’s development and rules, the article describes the process of playing Quality Counts in several classes and presents the results …


Learning Through Quests And Contests: Games In Information Literacy Instruction, Maura A. Smale Jan 2011

Learning Through Quests And Contests: Games In Information Literacy Instruction, Maura A. Smale

Publications and Research

Games-based learning is an innovative pedagogical strategy employed at all levels of education, and much research in education, psychology, and other disciplines supports its effectiveness in engaging and motivating students, as well as increasing student learning. Many libraries have incorporated games into their collections and program-ming. College and university libraries have begun to use games for information literacy and library instruction. Academic librarians use commercially-produced games, create their own games, and employ game principles and mechanics to enhance their tradi-tional instructional offerings. While there may be impediments to implementing games-based learning for information literacy, the promising benefits of this approach …