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Social and Behavioral Sciences Commons

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Motivation

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Full-Text Articles in Social and Behavioral Sciences

Designing A Collaborative Cross-Campus Drop-In Workshop Series To Motivate Lifelong Learners, Tim Miller, Sarah Fay Philips Jan 2019

Designing A Collaborative Cross-Campus Drop-In Workshop Series To Motivate Lifelong Learners, Tim Miller, Sarah Fay Philips

Tim Miller

The Humboldt State University Library decided to redesign library instruction and programming; we hoped to make our offerings more scalable and engaging for our students. To that end, we cultivated campus partnerships and designed a workshop program to motivate students to participate in co-curricular learning. Implementing a successful drop-in workshop program is challenging; many librarians have experience with poorly attended drop-in workshops, inadequate campus support, and insufficient student interest. Our library’s initial experience was no different, yet with planning, partnerships, and some useful tools, we were able to address these issues
and build a cross-campus collaborative workshop series that not …


What Motivates The Authors Of Video Game Walkthroughs And Faqs? A Study Of Six Gamefaqs Contributors, Michael Hughes Jan 2018

What Motivates The Authors Of Video Game Walkthroughs And Faqs? A Study Of Six Gamefaqs Contributors, Michael Hughes

Michael J. Hughes

Walkthroughs, also known as FAQs or strategy guides, are player-authored documents that provide step-by-step instructions on how to play and what to do in order to finish a given video game. Exegetical in their length and detail, walkthroughs require hours of exacting labor to complete. Yet authors are rarely compensated for work that markedly differs from other kinds of fan creativity. To understand their motivations, I interviewed six veteran GameFAQs authors, then inductively analyzed the transcripts. Open coding surfaced five themes attributable to each participant. Together, these themes constitute a shifting mix of motivations, including altruism, community belonging, self-expression, and …


Keeping The Wind In The Sails Of A Workshop Program - Learning And Motivating, Tim Miller, Sarah Fay Philips, Victoria Bruner Mar 2017

Keeping The Wind In The Sails Of A Workshop Program - Learning And Motivating, Tim Miller, Sarah Fay Philips, Victoria Bruner

Tim Miller

Find out about the development and structure of a highly successful campus-wide drop-in workshop series: SkillShops. Learn how facilitators use Keller’s ARCS Model of motivation (attention, relevance, confidence and satisfaction) to design workshops that are effective at engaging student learning in a co-curricular environment. The SkillShop structure motivates students to design their own learning that is relevant to them and connects to their coursework, personal and professional growth, and independence as a learner.


The Role Of Faculty Autonomy In A Course-Integrated Information Literacy Program, Anne Jumonville Apr 2016

The Role Of Faculty Autonomy In A Course-Integrated Information Literacy Program, Anne Jumonville

Anne Jumonville Graf

Purpose – The purpose of this paper is to explore the significance of faculty autonomy in sustaining a successful information literacy program.

Design/methodology/approach – Faculty members were given the opportunity to create courses that integrated and assessed information literacy as part of a course grant program associated with an institutional assessment mandate. This case study analyzes course grant proposals, course assessment methods and results. It also presents results of a follow-up survey of faculty participants to see if they continued to integrate information literacy in other courses. Results are situated in the context of self-determination theory to better understand the …


"The Sugar'd Game Before Thee": Gamification Revisited, Michael Hughes, Jeff Lacy Apr 2016

"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 Apr 2016

"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 Apr 2016

"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.


Collaboration And Motivation For Digital Success: The Western Writers Series Digital Editions @ Boise State University, Erin Passehl, Rick Stoddart Jul 2009

Collaboration And Motivation For Digital Success: The Western Writers Series Digital Editions @ Boise State University, Erin Passehl, Rick Stoddart

Erin Passehl Stoddart

Recently the Boise State University English Department and Albertsons Library collaborated on digitizing a collection of out-of-print editions of the Western Writers Series. Boise State publishes the Western Writers Series which consists of 50-60 page booklets of authoritative introductions to writers and classic texts that relate to literature of the American West. This poster will showcase the collaboration and motivation that went into the Western Writers Series Digital Editions. The motivation behind each stakeholder’s participation in this project will be outlined. The collaboration tactics used when working with librarians, catalogers, archivists, academic units and the community at large will also …