Objective – To determine whether playing library-related online games during information literacy instruction sessions improves student performance on questionnaires pertaining to selected research practices: identifying citation types and keyword and synonym development. Methods – 86 students in seven introductory English composition classes at a large urban university in the northeastern United States served as participants. Each class visited the library for library instruction twice during a given semester. In the experimental group students received information literacy instruction that incorporated two online games, and the control group received the same lesson plan with the exception of a lecture in place of playing games. A six-i...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Catching the attention of highly technologically and visually oriented students is a challenge for l...
Objective – To determine whether playing library-related online games during information literacy in...
Objective – To determine whether playing library-related online games during information literacy in...
Much current research in the field of games-based learning demonstrates that games can be successful...
This paper describes how college students played the web-based BiblioBouts Information Literacy (IL)...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
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...
Based on evidence that games might help students get more engaged in my online class, I decided to o...
A research and development (R&D) team designed and developed the BiblioBouts online information lite...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Researchers at the School of Information of the University of Michigan are designing, developing, an...
A didactic approach to teaching database research skills has proven to be dreadfully dull and ineffe...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Catching the attention of highly technologically and visually oriented students is a challenge for l...
Objective – To determine whether playing library-related online games during information literacy in...
Objective – To determine whether playing library-related online games during information literacy in...
Much current research in the field of games-based learning demonstrates that games can be successful...
This paper describes how college students played the web-based BiblioBouts Information Literacy (IL)...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
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...
Based on evidence that games might help students get more engaged in my online class, I decided to o...
A research and development (R&D) team designed and developed the BiblioBouts online information lite...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Researchers at the School of Information of the University of Michigan are designing, developing, an...
A didactic approach to teaching database research skills has proven to be dreadfully dull and ineffe...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Catching the attention of highly technologically and visually oriented students is a challenge for l...