Digital games and simulations are receiving considerable notice within the Library and Information Science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions. In this mixed methods study, over 300 undergraduates were surveyed about their technology preferences, including digital gaming, for delivery of two forms of academic library instruction. The two forms of library instruction were (a) providing ...
An increasing amount of coursework, both at the secondary and postsecondary level, is being conducte...
Objective – To determine whether playing library-related online games during information literacy in...
In this time of disinformation and misinformation, the libraries remain to be a reliable source of t...
Digital games and simulations are receiving considerable notice within the library and information s...
Instruction librarians continually search for methods to help the ever evolving student population b...
This presentation investigates the rapidly growing appeal of digital gaming among students and what ...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
This thesis discusses the possible problems and benefits of including digital games in public librar...
Incorporating gaming and active learning elements into library instruction in academic libraries has...
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster ...
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...
This article discusses the importance of gaming in all libraries. It aims to show what different lib...
An increasing amount of coursework, both at the secondary and postsecondary level, is being conducte...
Objective – To determine whether playing library-related online games during information literacy in...
In this time of disinformation and misinformation, the libraries remain to be a reliable source of t...
Digital games and simulations are receiving considerable notice within the library and information s...
Instruction librarians continually search for methods to help the ever evolving student population b...
This presentation investigates the rapidly growing appeal of digital gaming among students and what ...
Given their educational potential, increasing accessibility, and growing, diverse user base, games a...
In this time of disinformation and misinformation, libraries remain a reliable source of truthful an...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
This thesis discusses the possible problems and benefits of including digital games in public librar...
Incorporating gaming and active learning elements into library instruction in academic libraries has...
Poster presentation at the Virginia Library Association Conference on October 23, 2014. This poster ...
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...
This article discusses the importance of gaming in all libraries. It aims to show what different lib...
An increasing amount of coursework, both at the secondary and postsecondary level, is being conducte...
Objective – To determine whether playing library-related online games during information literacy in...
In this time of disinformation and misinformation, the libraries remain to be a reliable source of t...