This chapter outlines some of the ways in which the integration of games and gamified activities directly impact student motivation in the classroom. It discusses how games naturally align with the principles of both motivational design and backward design and offers an overview of some of the free and open source options that can assist instruction librarians in creating their first games. It also includes examples of games that the authors have themselves created and tools that they have customized to enrich student engagement in one-shot instruction sessions
This poster will discuss librarians’ experiences to increase student engagement and learning in one-...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
This presentation investigates the rapidly growing appeal of digital gaming among students and what ...
This chapter outlines some of the ways in which the integration of games and gamified activities dir...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
Much current research in the field of games-based learning demonstrates that games can be successful...
Librarian-instructors lead lots of one-shot sessions and often have a lot to cover to help students ...
BackgroundGamification is correlated with increased motivation and engagement of learners and is inc...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Using games in the library classroom is an active learning strategy that can increase student engage...
The Research Race (hereon referred to simply as The Race) is an active learning game played in one-s...
Research has shown that educational games can have positive impacts on student learning and motivati...
This session will discuss the experience of librarians at the University of Northern Iowa who have i...
Effective educational interventions require sufficient learner engagement, which can be difficult to...
We created and piloted an interactive web-based game intended to enable incoming students to become ...
This poster will discuss librarians’ experiences to increase student engagement and learning in one-...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
This presentation investigates the rapidly growing appeal of digital gaming among students and what ...
This chapter outlines some of the ways in which the integration of games and gamified activities dir...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
Much current research in the field of games-based learning demonstrates that games can be successful...
Librarian-instructors lead lots of one-shot sessions and often have a lot to cover to help students ...
BackgroundGamification is correlated with increased motivation and engagement of learners and is inc...
Games-based learning is an innovative pedagogical strategy employed at all levels of education, and ...
Using games in the library classroom is an active learning strategy that can increase student engage...
The Research Race (hereon referred to simply as The Race) is an active learning game played in one-s...
Research has shown that educational games can have positive impacts on student learning and motivati...
This session will discuss the experience of librarians at the University of Northern Iowa who have i...
Effective educational interventions require sufficient learner engagement, which can be difficult to...
We created and piloted an interactive web-based game intended to enable incoming students to become ...
This poster will discuss librarians’ experiences to increase student engagement and learning in one-...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
This presentation investigates the rapidly growing appeal of digital gaming among students and what ...