Librarian-instructors lead lots of one-shot sessions and often have a lot to cover to help students learn everything that they need to know. Coupled with the desire to include ACRL’s Information Literacy Framework, there are so many concepts and skills to convey that even the most eager students (and librarians) can feel overwhelmed or unengaged. Our answer is the Research Race - an active learning exercise that applies what cognitive science knows about good game design to get students to explore library resources in class. Rather than instruction via lecture, the game has students working in teams to find answers in a friendly competition with their classmates; teamwork and a little motivation can help encourage the reluctant to participa...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
Librarian-instructors lead lots of one-shot sessions and often have a lot to cover to help students ...
The Research Race (hereon referred to simply as The Race) is an active learning game played in one-s...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
Research has shown that educational games can have positive impacts on student learning and motivati...
This chapter outlines some of the ways in which the integration of games and gamified activities dir...
Much current research in the field of games-based learning demonstrates that games can be successful...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
This poster will discuss librarians’ experiences to increase student engagement and learning in one-...
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster ...
In this time of disinformation and misinformation, the libraries remain to be a reliable source of t...
Using games in the library classroom is an active learning strategy that can increase student engage...
We created and piloted an interactive web-based game intended to enable incoming students to become ...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
Librarian-instructors lead lots of one-shot sessions and often have a lot to cover to help students ...
The Research Race (hereon referred to simply as The Race) is an active learning game played in one-s...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
Research has shown that educational games can have positive impacts on student learning and motivati...
This chapter outlines some of the ways in which the integration of games and gamified activities dir...
Much current research in the field of games-based learning demonstrates that games can be successful...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
This poster will discuss librarians’ experiences to increase student engagement and learning in one-...
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster ...
In this time of disinformation and misinformation, the libraries remain to be a reliable source of t...
Using games in the library classroom is an active learning strategy that can increase student engage...
We created and piloted an interactive web-based game intended to enable incoming students to become ...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...