This session will explore the opportunities technology affords for incorporating game-based learning into information literacy instruction, using an iPad game I developed for my library’s First Year Experience program as an illustration. We’ll consider the parallels between good game design and good pedagogy, and look at technologies that can help us put these principles into practice. More broadly, we’ll discuss a framework for thoughtfully incorporating new technological and pedagogical tools into learner-centered information literacy instruction
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for educa...
The tight connection which occurs between entertainment and education has originated what is defined...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
The attached files are games and activities developed by Adam Edwards and Vanessa Hill to support te...
Think Play is just for children? Games are only for squared eyed teenagers on their consoles? No… pl...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
A monograph on “instructional technology” which presents innovative teaching-learning possibilities ...
At the University of Wisconsin-Oshkosh, library staff developed a game-based tool to aid in the teac...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
This study examined computer game development as a pedagogical activity to motivate and engage stude...
This article argues that digital games and school-based literacy practices have much more in common ...
Catching the attention of highly technologically and visually oriented students is a challenge for l...
This article argues that digital games and school-based literacy practices have much more in common ...
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for educa...
The tight connection which occurs between entertainment and education has originated what is defined...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
The attached files are games and activities developed by Adam Edwards and Vanessa Hill to support te...
Think Play is just for children? Games are only for squared eyed teenagers on their consoles? No… pl...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
A monograph on “instructional technology” which presents innovative teaching-learning possibilities ...
At the University of Wisconsin-Oshkosh, library staff developed a game-based tool to aid in the teac...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
This study examined computer game development as a pedagogical activity to motivate and engage stude...
This article argues that digital games and school-based literacy practices have much more in common ...
Catching the attention of highly technologically and visually oriented students is a challenge for l...
This article argues that digital games and school-based literacy practices have much more in common ...
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for educa...
The tight connection which occurs between entertainment and education has originated what is defined...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...