We created and piloted an interactive web-based game intended to enable incoming students to become self-sufficient through hands-on learning. The library chose a gaming model with the expectation that competition, rewards, and novelty would function as powerful tools when used to engage students
Research has shown that educational games can have positive impacts on student learning and motivati...
How can 6,000 new Ohio State University students and their families become familiar with a major res...
Researchers at the School of Information of the University of Michigan are designing, developing, an...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
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...
Using games in the library classroom is an active learning strategy that can increase student engage...
This article presents a project between the School of Computing and Technology and Library and Learn...
Information science is a fast-changing field, and medical librarians need to develop their roles to ...
Research has shown that educational games can have positive impacts on student learning and motivati...
Paper completed for Emerging Technologies, 9410 Seminar in Information Science and Learning Technolo...
In this time of disinformation and misinformation, the libraries remain to be a reliable source of t...
Working with Millennial students requires librarians to use new approaches to engage and reach them ...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Research has shown that educational games can have positive impacts on student learning and motivati...
How can 6,000 new Ohio State University students and their families become familiar with a major res...
Researchers at the School of Information of the University of Michigan are designing, developing, an...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
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...
Using games in the library classroom is an active learning strategy that can increase student engage...
This article presents a project between the School of Computing and Technology and Library and Learn...
Information science is a fast-changing field, and medical librarians need to develop their roles to ...
Research has shown that educational games can have positive impacts on student learning and motivati...
Paper completed for Emerging Technologies, 9410 Seminar in Information Science and Learning Technolo...
In this time of disinformation and misinformation, the libraries remain to be a reliable source of t...
Working with Millennial students requires librarians to use new approaches to engage and reach them ...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Research has shown that educational games can have positive impacts on student learning and motivati...
How can 6,000 new Ohio State University students and their families become familiar with a major res...
Researchers at the School of Information of the University of Michigan are designing, developing, an...