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Social and Behavioral Sciences Commons™
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Articles 1 - 30 of 49
Full-Text Articles in Social and Behavioral Sciences
The Game’S Afoot: Introducing Students To Archival Resources, Amy Rohmiller
The Game’S Afoot: Introducing Students To Archival Resources, Amy Rohmiller
Roesch Library Staff Presentations
University Archives and Special Collections (UASC) at the University of Dayton began exploring gamifying some of the programs offered to students that introduced them to UASC and its collections. This poster introduces the tools used to create the games; highlights some of the impacts the new, gamified programs had on UASC; and talks about some lessons learned. Attendees will learn about resources they can use to implement these ideas at their own institutions.
Review: Games And Gamification In Academic Libraries Edited By Stephanie Crowe And Eva Sclippa, Janna L. Mattson
Review: Games And Gamification In Academic Libraries Edited By Stephanie Crowe And Eva Sclippa, Janna L. Mattson
Communications in Information Literacy
No abstract provided.
On The Sociology Of Games: Revisiting A Syllabus For “Playing Games: A Mini Social Science Course For Freshmen” At The University Of Nebraska-Lincoln (1982), Michael R. Hill
Open Educational Resources for Social Sciences
The syllabus attached below was prepared (on a manual typewriter!) at the invitation of the Chair of the Department of Sociology, University of Nebraska-Lincoln, for a proposed fourweek mini-course to be taught during January 1982. Whereas I was then a sociology teaching assistant and as such was invited to submit a proposal, it subsequently developed that tenured faculty members exerted their right (under departmental by-laws) for priority consideration for all teaching appointments (and subsequent payment) and, thus, my proposed course was not only “bumped” but also languished unfunded and untaught. Having recently encountered the syllabus among my papers, I still …
The Utilization Of Flashcards In Children Information Literacy Development, Dessy Harisanty, Dyah Srirahayu, Tiara Kusumaningtiyas, Esti Anugrah, Islahun Permata, Dian Anggraeni
The Utilization Of Flashcards In Children Information Literacy Development, Dessy Harisanty, Dyah Srirahayu, Tiara Kusumaningtiyas, Esti Anugrah, Islahun Permata, Dian Anggraeni
Library Philosophy and Practice (e-journal)
A Flashcard is one of the media to develop student information literacy in which its application includes activities of analyzing, writing and telling stories. Storytelling is a process of reading that is useful to increase the courage to appear in public. This research used descriptive method. For preliminary research, we used experiments, making flash cards as learning media for elementary students. After that, the students were interviewed. The results of this study indicate that students are very enthusiastic to start a flashcard game that they think is fun. The benefits of a flashcard game include improving language skills, increasing the …
Make Your Escape: Experiences With Gamified Library Programming, Tim Miller, Kimberly Stelter, Garrett Purchio, Brianne N. Hagen
Make Your Escape: Experiences With Gamified Library Programming, Tim Miller, Kimberly Stelter, Garrett Purchio, Brianne N. Hagen
HSU Library
To increase student engagement, the Humboldt State University Library ventured into the realm of gamified programming, exploring several strategies with the goal of trans- forming library outreach and instruction. Our efforts range from simple outreach to highly structured information literacy instruction and workshops that use gamification to encourage students to engage with knowledge practices and dispositions outlined in the ACRL Framework for Information Literacy for Higher Education. Using gamified activities in library instruction led us to create lesson plans that are purely game-based, including escape room drop-in sessions where students race against the clock to solve a series of puzzles …
Her Story: Accidental Library Instruction, Michelle Leasure
Her Story: Accidental Library Instruction, Michelle Leasure
School of Information Student Research Journal
Game-based learning is a relatively new pedagogical method that typically targets students of the current and upcoming generations. Librarians have gradually begun experimenting with gamifying elements of library and research skills instruction to varying degrees of success. While some case studies and theoretical analyses are available currently, more published data will be necessary to evaluate and direct the development of game-based library instruction in the coming years. This paper explores attempts to use game-based learning techniques in library instruction courses and sessions, specifically highlighting Project Velius (developed by the University of Alabama Libraries) and its similarities to the commercially successful …
Ischool Student Research Journal, Vol.9, Iss.2
Ischool Student Research Journal, Vol.9, Iss.2
School of Information Student Research Journal
No abstract provided.
Games And Roleplaying In The Classroom, Lydia C. Gwyn, Jonathon Wilson
Games And Roleplaying In The Classroom, Lydia C. Gwyn, Jonathon Wilson
ETSU Faculty Works
The Library Ambassador Program hires approximately 20 undergraduate students each fall and provides them with two semesters of information literacy and research skills instruction before deploying them across campus to help students with their research. As part of their training, instructors use various game-play strategies in the classroom including: a card game designed to teach players about databases and how they function, a card game intended to teach players how to evaluate sources of information, and a roleplaying activity meant to prepare ambassadors for experiences in helping students. Many emotions are involved in the action of gameplay such as competitiveness, …
Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley
Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley
Presentations and other scholarship
Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.
Creating A Library Orientation Card Game To Reach New Transfer Students, Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jon Reed
Creating A Library Orientation Card Game To Reach New Transfer Students, Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jon Reed
Libraries
Librarians and staff at a public university drew upon previous experience with instructional games to develop, implement, and assess a card game as a library orientation activity for new transfer students. This project was shaped by a desire to meet transfer students’ unique needs as well as the logistical constraints associated with the university’s transfer student orientation. The card game, modeled after Apples to Apples, presented information about the campus library system in a fun, informal way that allowed transfer students to socialize with each other while learning. Survey responses indicated that students found the game both enjoyable and …
Apple Slices: A Card-Matching Party Game About The Library, Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Apple Slices: A Card-Matching Party Game About The Library, Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Kristen S. Shuyler
Inspired by the popular party games Apples to Apples and Cards Against Humanity, this is a fun and flexible small group activity developed for use in library orientation sessions.
Play Your Cards Right: Creating A Library Orientation Game (Poster), Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Play Your Cards Right: Creating A Library Orientation Game (Poster), Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Kristen S. Shuyler
A team of four librarians and staff drew upon previous experience with game-based learning to develop an orientation activity for transfer students. "Apples to Apples"-style cards were created using a free online card generator. The game exposed transfer students to information about the campus library system in a low-key way that allowed players with different knowledge levels to socialize and compete against one another on an equal basis.
Building The Deck: Creating A Library Card Game For Outreach To Transfer Students (Poster), Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Building The Deck: Creating A Library Card Game For Outreach To Transfer Students (Poster), Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Kristen S. Shuyler
University librarians and staff drew upon previous experience with game-based learning to develop an orientation activity for transfer students. A card game was selected due to the large number of students expected and lack of computers in the available space. Apples to Apples-style cards were created using a free online card generator. Multiple decks were printed to accommodate up to 150 players. The game exposed transfer students to information about the campus library system in a low-key way that allowed players with different knowledge levels to socialize and compete against one another on an equal basis.
Review Of Pass Go And Collect $200: The Real Story Of How Monopoly Was Invented By Tanya Lee Stone, Nicole Spencer
Review Of Pass Go And Collect $200: The Real Story Of How Monopoly Was Invented By Tanya Lee Stone, Nicole Spencer
Library Intern Book Reviews
No abstract provided.
Roll For Initiative: A Player’S Guide To Tabletop Role-Playing Games In Libraries, Carlie Forsythe
Roll For Initiative: A Player’S Guide To Tabletop Role-Playing Games In Libraries, Carlie Forsythe
FIMS Publications
Independent study exploring the history of tabletop role-playing games, their intrinsic benefits, and how they can be implemented into library collections and programs. I also explore the accessibility of tabletop role-playing games and how they can be made more accessible. To conclude, I present a series of recommendations and valuable resources for librarians and enthusiasts.
Issues With Reality: Defining And Exploring The Logics Of Alternate Reality Games, Jay Johnson
Issues With Reality: Defining And Exploring The Logics Of Alternate Reality Games, Jay Johnson
Theses and Dissertations
Alternate Reality Games (ARGs), a genre of transmedia experiences, are a recent phenomenon, with the first recognized ARG being The Beast (2001), a promotion for the film A.I.: Artificial Intelligence (2001). This dissertation seeks to more clearly define and investigate contexts of transmedia narratives and games, specifically ARGs. ARGs differ from more popular and well-known contemporary forms of gaming in several ways, perhaps most importantly by intensive use of multiple media. Whereas a player may experience most or all of a conventional video game through a single medium, participants in ARGs must navigate multiple media and technical platforms— networks of …
Proceedings Of The Cuny Games Conference 4.0: The Interactive Course, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm, Anders A. Wallace, Cuny Games Network
Proceedings Of The Cuny Games Conference 4.0: The Interactive Course, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm, Anders A. Wallace, Cuny Games Network
Publications and Research
Proceedings of the CUNY Games Conference, held from January 22-23, 2018, at the CUNY Graduate Center and Borough of Manhattan Community College.
Critical Play with History (Panel) - Composition & Storytelling - Health & Cognitive Sciences - Gaming Anthropology: Teaching Culture and Power Through Games and Design (Panel) - Twine & Writing Games - Easy Ideas II - STEM Games - Global Games for Change Catalog (Panel) - Comics & Active Learning - Fact Checking & Research - Computer Science & Game Design - SimGlobal: Building a Serious Roleplay Course for the Social Sciences (Panel) - Role Playing Games, Narrative, …
On Your Mark, Get Set, Go! Learn More About Using Games In Library Instruction, Rebecca Engsberg
On Your Mark, Get Set, Go! Learn More About Using Games In Library Instruction, Rebecca Engsberg
Georgia Library Quarterly
Whether you’re just getting started with using games in library instruction, or you want to enhance how you already use games to instruct, the following selective, annotated bibliography of online resources as well as the selective bibliography of additional print resources could be helpful tools for you. Every kind of library—including academic, public, and school libraries—may benefit from librarians using games in library instruction. You don’t need to reinvent the wheel, either. You can draw inspiration from what other librarians have done by exploring the resources listed in this article for ideas.
Spyfall: Information Games And Scholarly Conversation, Nancy M. Foasberg
Spyfall: Information Games And Scholarly Conversation, Nancy M. Foasberg
Publications and Research
Social deduction games like Spyfall can be used to model the rhetorical concept of the Burkean parlor for students.
Apple Slices: A Card-Matching Party Game About The Library, Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Apple Slices: A Card-Matching Party Game About The Library, Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Libraries
Inspired by the popular party games Apples to Apples and Cards Against Humanity, this is a fun and flexible small group activity developed for use in library orientation sessions.
Process This!, Jessica E. Johnson
Process This!, Jessica E. Johnson
VCU Libraries Faculty and Staff Presentations
After the Cabell Library renovation, Special Collections and Archives held an open house, which included a processing game, Process This! The presentation discusses the game, including what went well, and what needs improvement.
Arranging The Pieces: A Survey Of Library Practices Related To A Tabletop Game Collection, Teresa Slobuski, Diane Robson, Pj Bentley
Arranging The Pieces: A Survey Of Library Practices Related To A Tabletop Game Collection, Teresa Slobuski, Diane Robson, Pj Bentley
Faculty and Staff Publications
Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games. Evidence Based Library and Information Practice 2017, 12.1 3 Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a snowball sampling technique involving electronic outlets and …
Play Your Cards Right: Creating A Library Orientation Game (Poster), Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Play Your Cards Right: Creating A Library Orientation Game (Poster), Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Libraries
A team of four librarians and staff drew upon previous experience with game-based learning to develop an orientation activity for transfer students. "Apples to Apples"-style cards were created using a free online card generator. The game exposed transfer students to information about the campus library system in a low-key way that allowed players with different knowledge levels to socialize and compete against one another on an equal basis.
Building The Deck: Creating A Library Card Game For Outreach To Transfer Students (Poster), Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Building The Deck: Creating A Library Card Game For Outreach To Transfer Students (Poster), Kelly Giles, Kristen S. Shuyler, Andrew Evans, Jonathan Reed
Libraries
University librarians and staff drew upon previous experience with game-based learning to develop an orientation activity for transfer students. A card game was selected due to the large number of students expected and lack of computers in the available space. Apples to Apples-style cards were created using a free online card generator. Multiple decks were printed to accommodate up to 150 players. The game exposed transfer students to information about the campus library system in a low-key way that allowed players with different knowledge levels to socialize and compete against one another on an equal basis.
Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young
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 …
Mario Hacks The Shush Castle, Paul V. Stenis, Jaimie Beth Colvin, Mary Ann Naumann, Marc Vinyard
Mario Hacks The Shush Castle, Paul V. Stenis, Jaimie Beth Colvin, Mary Ann Naumann, Marc Vinyard
Jaimie Beth Colvin
No abstract provided.
Mario Hacks The Shush Castle, Paul V. Stenis, Jaimie Beth Colvin, Mary Ann Naumann, Marc Vinyard
Mario Hacks The Shush Castle, Paul V. Stenis, Jaimie Beth Colvin, Mary Ann Naumann, Marc Vinyard
Marc Vinyard
No abstract provided.
"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy
"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy
Jeff Lacy
Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical and ethical limitations. Moreover, the authors believe that the purported benefits of gamification are more readily found in its progenitor—games.
"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy
"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy
Michael J. Hughes
Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical and ethical limitations. Moreover, the authors believe that the purported benefits of gamification are more readily found in its progenitor—games.
"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy
"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy
Michael J. Hughes
Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical and ethical limitations. Moreover, the authors believe that the purported benefits of gamification are more readily found in its progenitor—games.