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Game-based Learning for Library Instruction

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Presentation given at Towson University's Cook Library in April 2011.

Presentation given at Towson University's Cook Library in April 2011.

Published in: Education

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  • 1. Sara Arnold-Garza GAME-BASED LEARNING FOR LIBRARY INSTRUCTION
  • 2. HELLO!
  • 3. PROFESSIONAL ROLES
    • Professional Communication & Technical Writing, ODU
    • Director of Operations, US Vets
    • Data Control Specialist, PPGNW
    • Library and Information Studies, UT Austin
  • 4. PROBLEM
  • 5. SCOPE
    • Students don’ t know what resources are available from their university library. (Atwong and Taylor, 2008)
    • Students don’ t know what a database (or other resource) is. (Dunn and Menchaca, 2009)
    • Students don’ t know how to search a database (or other resource). (Fister, et al., 2008)
  • 6. RESEARCH
  • 7. RESEARCH
    • Lessons Learned: How College Students Seek Information in the Digital Age. (Head & Eisenberg, 2009)
    • “ I have used databases but with the help of a reference librarian and I don't remember the names.” ( Currie, L., Devlin, F., Emde, J., & Graves, K. 2010 )
    • “… most did not demonstrate a strong conceptual model of search…” (Holman, 2010)
    • Towson LibQUAL+ 2010
  • 8. GAME-BASED LEARNING
  • 9. CATEGORIES
    • Not digital
    • Digital, not collaborative
    • Collaborative digital games
  • 10. NOT DIGITAL
  • 11. DIGITAL, NOT COLLABORATIVE
  • 12. DIGITAL, NOT COLLABORATIVE
    • Use existing games or build your own
      • Quia.com
      • Industry Islands
      • Library Arcade
  • 13. COLLABORATIVE DIGITAL GAMES
  • 14. COLLABORATIVE DIGITAL GAMES
    • Use existing games or build your own
      • UNCG Information Literacy Game
      • Bibliobouts
      • The Defense of Hidgeon: The Plague Years
  • 15. THE FUTURE
  • 16. TIPS FOR USE
  • 17. TIPS FOR USE
    • Integrate with curriculum
    • Integrate with messaging/communication
    • Involve students
    • Have FUN!
  • 18. USE GAMING FOR LIBRARY INSTRUCTION
  • 19. REFERENCES
    • Atwong, K., & Taylor, L. (2008). Integrating information literacy into business education: A successful case of faculty-librarian collaboration. Journal of Business & Finance Librarianship , 13 (4), 433 – 448.
    • Currie, L., Devlin, F., Emde, J., & Graves, K. (2010). Undergraduate search strategies and evaluation criteria: Searching for credible sources. New Library World , 111 (3/4), 113 – 124.
    • Dunn, R. & Menchaca, F. (2009). The present Is another country: Academic libraries, learning technologies, and relevance.  Journal of Library Administration ,  49 (5), 469-479.
    • Fister, B., Gilbert, J., & Fry, A. (2008). Aggregated interdisciplinary databases and the needs of undergraduate researchers. portal: Libraries and the Academy, 8 (3), 273-292.
  • 20. REFERENCES
    • Head, A., Eisenberg, M. (2009). How college students seek information in a digital age, Project Information Literacy Progress Report, University of Washington.
    • Holman, L. (2011). Millennial students’ mental models of search: Implications for academic librarians and database developers. The Journal of Academic Librarianship, 37 (1), 19-27.
    • Robertson, M. (2008). Identifying digital gaming literature relevant to the library and information science community. Library Student Journal, 4 . Retrieved from http://www.librarystudentjournal.org/index.php/lsj/article/view/97
    • Sugarman, T. & Leach, G. (2005). Play to win! Using games in library instruction to enhance student learning. University Library Faculty Publications. Paper 38. Retrieved from http://digitalarchive.gsu.edu/univ_lib_facpub/38
  • 21. THANK YOU! QUESTIONS?
    • http://trunk.ly/librarygames/