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Full-Text Articles in Education

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 …


Technology, Games And Learning In An Intermediate Spanish Class, Rosalind Arthur Apr 2016

Technology, Games And Learning In An Intermediate Spanish Class, Rosalind Arthur

South East Coastal Conference on Languages & Literatures (SECCLL)

This presentation examines some theories of learning at the tertiary level of education, and tests them in a research activity involving games and learning/knowledge. Two Intermediate Spanish classes are engaged in preliminary research to measure the effectiveness of a simple game (hangman) and technology (Responseware/clickers) as practice and review tools versus traditional methods; in formative assessment.

The presentation will consist of reporting on the Quantitative results focusing on the impact of using games in learning on students in the digital age. Student attitudes based on a qualitative survey administered to the students involved will be included in the report.

Both …


“Are We Playing A Game Today?” Classroom Engagement And Assessment Through Gamification, Tracy A. Hudson Ms, Kendall Lentz Feb 2016

“Are We Playing A Game Today?” Classroom Engagement And Assessment Through Gamification, Tracy A. Hudson Ms, Kendall Lentz

Winthrop Conference on Teaching and Learning

Today’s classroom demands a different style of engagement and assessment, primarily due to the changing nature of today’s learners. In fact, according to Liz Dwyer in “How Gaming is Changing the Classroom,” by the time students are age 21, they will have participated in over 10,000 hours of video gaming. As a result, using traditional pedagogies and “skill and drill” teaching strategies aren’t as effective with students who are more inclined to favor a controller over a book. Therefore, regardless of the discipline, adding gamification to the classroom can dramatically increase student engagement and also provide instructors with instantaneous assessment …


Gamification To Improve First Year Engagement, John Colleran, Aoife Lloyd Mckernan, Julie Ann Naughton, Brian Vaughan Jan 2016

Gamification To Improve First Year Engagement, John Colleran, Aoife Lloyd Mckernan, Julie Ann Naughton, Brian Vaughan

Practitioner Research Projects

The purpose of this project was to examine the role of Gamification in increasing first year student engagement within the third level educational setting. A literature review was carried out in order to explore the teaching philosophy behind gamification in education and review the quantitative and qualitative evidence regarding its use. Gamification can be broadly described as the application of gaming methods and elements in non-gaming contexts in order to improve user engagement and user experience (Deterding et al., 2011). Qualitative analysis suggests these factors result in beneficial emotional and social impacts on students, particularly in the area of increasing …