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Articles 1 - 7 of 7

Full-Text Articles in Education

Debunking & Prebunking: Strategies For Librarians To Eradicate Misinformation, Evan Meszaros, Mandi Goodsett Jun 2022

Debunking & Prebunking: Strategies For Librarians To Eradicate Misinformation, Evan Meszaros, Mandi Goodsett

Michael Schwartz Library Publications

No abstract provided.


Challenge, Fantasy, And Curiosity: Activating Students' Intrinsic Motivation Within Information Literacy Sessions, Brandon West, Alan Witt Aug 2020

Challenge, Fantasy, And Curiosity: Activating Students' Intrinsic Motivation Within Information Literacy Sessions, Brandon West, Alan Witt

Milne Library

Student engagement is a consistent challenge for librarians in information literacy instruction, especially in the context of single session learning. Two librarians at a small, public liberal arts college took inspiration from Malone’s (1981) theory of intrinsically motivating instruction to create a lesson plan that caught the imagination of the students and produced enthusiastic participation. This paper explains the theoretical framework used, examines the reasons for its success in this iteration, and discusses potential applications to other information literacy lessons.


The Mystery Room: Discovering The Flexibility Of An Information Literacy-Based Educational Escape Room, Glenn Koelling, Alyssa Russo Feb 2020

The Mystery Room: Discovering The Flexibility Of An Information Literacy-Based Educational Escape Room, Glenn Koelling, Alyssa Russo

University Libraries & Learning Sciences Faculty and Staff Publications

The Mystery Room is an educational escape room based on information literacy and applied to multiple audiences, including first-year students and library student employees. In this article, we explain how we developed the game, its theoretical underpinnings, and why it’s a flexible workshop for a variety of audiences.


Level Up The One-Shot: Empowering Students With Backward Design And Game-Based Learning, Tarida Anantachai, Camille Chesley Jan 2019

Level Up The One-Shot: Empowering Students With Backward Design And Game-Based Learning, Tarida Anantachai, Camille Chesley

Libraries' and Librarians' Publications

This chapter outlines some of the ways in which the integration of games and gamified activities directly impact student motivation in the classroom. It discusses how games naturally align with the principles of both motivational design and backward design and offers an overview of some of the free and open source options that can assist instruction librarians in creating their first games. It also includes examples of games that the authors have themselves created and tools that they have customized to enrich student engagement in one-shot instruction sessions.


Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young Jul 2016

Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young

Georgia Library Quarterly

Collectively, the world's population spends about 3 billion hours a week playing video games. To reach game-playing audiences of all ages, educators, including library instructors, are embracing game-based learning to engage and motivate students the same way that games do. In looking at the collective wisdom on what makes a good game, and providing concrete examples of library gaming projects, this paper discusses the best practices for creating virtual and virtual-reality hybrid games for bibliographic instruction. The author explores the literature on gamification and games used for teaching information literacy in higher education, and provides recommendations gleaned from existing research …


A Literature Review Of How Videogames Are Assessed In Library And Information Science And Beyond, Ron T. Brown Dec 2013

A Literature Review Of How Videogames Are Assessed In Library And Information Science And Beyond, Ron T. Brown

Ron T. Brown

In this paper the author explores how videogames and gaming are assessed in Library and Information Science (LIS) and in other fields. The author concludes with a discussion of some potential future directions for assessment practices of videogames and gaming in LIS.


Library Instruction And Ludonarrative Dissonance: Making Our Rules Fit Our Narrative, Jeffrey Gallant Aug 2013

Library Instruction And Ludonarrative Dissonance: Making Our Rules Fit Our Narrative, Jeffrey Gallant

Georgia International Conference on Information Literacy

See presentation description.