Game-based learning is a relatively new pedagogical method that typically targets students of the current and upcoming generations. Librarians have gradually begun experimenting with gamifying elements of library and research skills instruction to varying degrees of success. While some case studies and theoretical analyses are available currently, more published data will be necessary to evaluate and direct the development of game-based library instruction in the coming years. This paper explores attempts to use game-based learning techniques in library instruction courses and sessions, specifically highlighting Project Velius (developed by the University of Alabama Libraries) and its similarities to the commercially successful game Her Sto...
Objective – To determine whether playing library-related online games during information literacy in...
PURPOSE : Teaching students/library patrons twenty-first century literacies (such as information and...
Objective – To determine whether playing library-related online games during information literacy in...
Game-based learning is a relatively new pedagogical method that typically targets students of the cu...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
Research has shown that educational games can have positive impacts on student learning and motivati...
Much current research in the field of games-based learning demonstrates that games can be successful...
Using games in the library classroom is an active learning strategy that can increase student engage...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Whether you’re just getting started with using games in library instruction, or you want to enhance ...
Gamification, in other words the use of game elements in non-game environments, is a rapidly growing...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster ...
Objective – To determine whether playing library-related online games during information literacy in...
PURPOSE : Teaching students/library patrons twenty-first century literacies (such as information and...
Objective – To determine whether playing library-related online games during information literacy in...
Game-based learning is a relatively new pedagogical method that typically targets students of the cu...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
Research has shown that educational games can have positive impacts on student learning and motivati...
Much current research in the field of games-based learning demonstrates that games can be successful...
Using games in the library classroom is an active learning strategy that can increase student engage...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Whether you’re just getting started with using games in library instruction, or you want to enhance ...
Gamification, in other words the use of game elements in non-game environments, is a rapidly growing...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster ...
Objective – To determine whether playing library-related online games during information literacy in...
PURPOSE : Teaching students/library patrons twenty-first century literacies (such as information and...
Objective – To determine whether playing library-related online games during information literacy in...