SlideShare a Scribd company logo
1 of 24
Download to read offline
Teaching Research Skills
Through Gamification
A Collaborative Project between
Robarts Library and Woodsworth One
Beth Fischer Woodsworth One
Ben Walsh Robarts Library
Agenda
● Woodsworth One (WDW One): Overview
○ Teaching about library resources
○ Escape Room Activity as a possibility
● Robarts Library: Overview
○ Origins of our escape game
○ Building and deploying cognitive maps towards wayfinding
○ How our escape game works
● WDW One: Results from student surveys and final grades
● Robarts: Results
● Going forward
Woodsworth One
● For First-Year Students in the Social Sciences & Humanities
● Theme: “Order and Disorder”
● Two courses, each capped at 25 students
● Objective: To aid the transition to university
○ Skills-building workshops: time management, study
strategies, test-taking strategies & research skills
● Students have a hard time differentiating between credible and
weak sources
● Students have difficulty citing their sources
● Students have trouble navigating U of T’s online library system
● Students are confused by U of T’s network of physical libraries
Teaching about library resources has been
challenging
● Helps students to navigate both digital and physical spaces
● Interactive
● The activity employs problem-based learning, which is the
primary pedagogical method in WDW One
WDW One: Robarts’ escape game as a possibility
An approach grounded in research
○ 1st year undergrads arrive without the ability to locate, assess, and use
scholarly information (Salisbury & Karasmanis, 2011)
○ Students who used the library in their first year of university are more likely to
graduate (Soria, Fransen, & Nackerud, 2017)
○ Gamified orientation in academic libraries increases student engagement and
achievement (Walsh, A., 2014)
○ “Cognitive map” is needed to support future navigation of complex spaces
(Afrooz, White, & Parolin, 2018)
Robarts Library: Origins of our escape game
○ 2018 Robarts collaborated with Olivier St-Cyr (Faculty of Information)
○ 2 student teams investigated the utility of a digital library wayfinding tool
○ UX testing identified an essential need for incoming students to develop a
“mental map” of academic library space and systems
○ Afrooz, White, & Parolin (2018) describe the “active exploration of the built
environment” as a better tool for generating the kind of lasting memory needed
for the future deployment of an accurate cognitive map
Robarts Library: Cognitive map
An approach grounded in data
○ Targeted learning outcomes were identified through an examination of
reference statistics collected over the course of 2017
○ These learning outcomes included:
■ Finding a book by title using the library website
■ Locating a call number and location information in catalogue record
■ Using a call number to find a book in the stacks
■ Navigating from the open floors (1-5) to the closed stacks (9-13)
■ Using the library website to locate an article by title
■ Identifying the components of an article citation
■ Locating Course Reserves and borrowing an item
Robarts Library: Origins of our escape game
We’re not the first to introduce
gamified library orientation
○ 2016 - La Trobe Univeristy, Melbourne
There’s no escape: Using Escape Room game
design principles to engage library users
○ 2017 - Engineering & Computer Science Library,
University of Toronto
Leveraging Escape Room Popularity to Provide
First-Year Students with an Introduction to
Engineering Information
○ 1000 students have taken part on St. George
Campus since September 2017
Robarts Library: Origins of our escape game
Charles Robb’s Landmark, 2004. Image retrieved from
https://melbourneartcritic.wordpress.com/2018/06/26/la-trobe-uni-sculpture-park/
● The story
○ Felix, U of T’s first online catalogue, turns itself back on
and threatens to erase all records added since 1992
● The work
○ Players follow clues throughout the library and library
website
○ Players compete activities to identify a series of lock
combinations: letter, number, symbol, and key locks
○ Through each activity players problem solve while
gaining hands on experience navigating the library’s
physical and digital library spaces
○ This work results in the development of a cognitive map
student will continue to use
Robarts Library: How our escape game works
● The example
Robarts Library: How our escape game works
● The example
Robarts Library: How our escape game works
● The example
Robarts Library: How our escape game works
● The example
Robarts Library: How our escape game works
● The example
● BX583 .S59 S38
Robarts Library: How our escape game works
● The example
● BX583 .S59 S38
● Teams must
navigate their way
to this location in
the stacks to find
the next puzzle or
clue
Robarts Library: How our escape game works
Results from the perspective of WDW One
Before this event: Yes No
Had you ever been to the upper floors of Robarts Library where the books are shelved? 82 18
Had you ever been to the Course Reserves section of Robarts Library? 29 71
Did you know what a "call number" for a book is? 68 32
Did you know how to locate a book by its call number? 71 30
Survey: To what extent was this activity helpful in
improving your ability to conduct research?
Not helpful 5.88%
Slightly helpful 11.76
Moderately helpful 35.29
Very helpful 32.35
Extremely helpful 14.71
Survey: Would you recommend that WDW One host
this activity again next year?
Definitely not 0
Probably not 11.76
Probably 32.35
Definitely 55.88
Did the activity improve the quality of students’
research papers?
Year Average Grade for Final Research Paper
2016 76.62
2017 76.08
2019 77.40
Results from the perspective of Robarts
○ We’re very happy!
○ Working with faculty partners deepens the impact we can make on learning
outcomes
○ Developing the 2-Part program (a gamified orientation paired with a
classroom-based information literacy session) is an innovation that we believe
will strengthen learning outcomes
● Designing a game together
○ WDW One - Order and Disorder
● Designing a game that will facilitate the discovery,
evaluation, and use of scholarly information for all
incoming students
● Aligning data collection
● WDW One alumni students invited to test
new games each August
WDW One and Robarts Library: Going forward
DISSENT
An escape game at
Robarts Library
Coming Fall 2019!
Thank you!
Questions?
Beth Fischer (Woodsworth One)
beth.fischer@utoronto.ca
Ben Walsh (Robarts Library)
benjamin.walsh@utoronto.ca

More Related Content

Similar to Teaching research skills through gamification

Hacker Librarian meets Curious Faculty: Building Workflows in a Multi-discipl...
Hacker Librarian meets Curious Faculty: Building Workflows in a Multi-discipl...Hacker Librarian meets Curious Faculty: Building Workflows in a Multi-discipl...
Hacker Librarian meets Curious Faculty: Building Workflows in a Multi-discipl...BCcampus
 
Open textbooks in universities
Open textbooks in universitiesOpen textbooks in universities
Open textbooks in universitiesVivien Rolfe
 
Search, Report, Wherever You Are: A Novel Approach to Assessing User Satisfac...
Search, Report, Wherever You Are: A Novel Approach to Assessing User Satisfac...Search, Report, Wherever You Are: A Novel Approach to Assessing User Satisfac...
Search, Report, Wherever You Are: A Novel Approach to Assessing User Satisfac...Rachel Vacek
 
Proquest March 2016
Proquest March 2016Proquest March 2016
Proquest March 2016EISLibrarian
 
Library Live: Collaborating Towards Heightened Information Literacy & Retenti...
Library Live: Collaborating Towards Heightened Information Literacy & Retenti...Library Live: Collaborating Towards Heightened Information Literacy & Retenti...
Library Live: Collaborating Towards Heightened Information Literacy & Retenti...Denise Woetzel
 
Wa School Libraries a Class Act
Wa School Libraries a Class ActWa School Libraries a Class Act
Wa School Libraries a Class Actvam1108
 
(LISSEE) Highgate School June 2016
(LISSEE) Highgate School June 2016(LISSEE) Highgate School June 2016
(LISSEE) Highgate School June 2016EISLibrarian
 
Tangible Augmented Reality for Archival Research
Tangible Augmented Reality for Archival ResearchTangible Augmented Reality for Archival Research
Tangible Augmented Reality for Archival ResearchMuseWeb Foundation
 
Researching sustainability at University of the Arts London: Learning through...
Researching sustainability at University of the Arts London: Learning through...Researching sustainability at University of the Arts London: Learning through...
Researching sustainability at University of the Arts London: Learning through...ldore1
 
Integrating Information Literacy
Integrating Information LiteracyIntegrating Information Literacy
Integrating Information LiteracySarah Ludwig
 
Edmedia Roundtable Slides - Elementary Connected Classrooms, School District ...
Edmedia Roundtable Slides - Elementary Connected Classrooms, School District ...Edmedia Roundtable Slides - Elementary Connected Classrooms, School District ...
Edmedia Roundtable Slides - Elementary Connected Classrooms, School District ...egregory
 
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...Niki Lambropoulos PhD
 
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...Dr Stylianos Mystakidis
 
Library Survey for Staff
Library Survey for StaffLibrary Survey for Staff
Library Survey for Staffboboslave
 
Data-Informed Decision Making for Libraries - Athenaeum21
Data-Informed Decision Making for Libraries - Athenaeum21Data-Informed Decision Making for Libraries - Athenaeum21
Data-Informed Decision Making for Libraries - Athenaeum21Megan Hurst
 
Data-Informed Decision Making for Digital Resources
Data-Informed Decision Making for Digital ResourcesData-Informed Decision Making for Digital Resources
Data-Informed Decision Making for Digital ResourcesChristine Madsen
 
3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Ex...
3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Ex...3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Ex...
3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Ex...Dr Stylianos Mystakidis
 
From Physical to Digital: Recent Research into the Discovery, Analysis, and...
From Physical to Digital:  Recent Research into the Discovery,  Analysis, and...From Physical to Digital:  Recent Research into the Discovery,  Analysis, and...
From Physical to Digital: Recent Research into the Discovery, Analysis, and...Darren Milligan
 
Innovative Data-Driven Methods to Improve Digital User Experience
Innovative  Data-Driven Methods  to Improve  Digital User ExperienceInnovative  Data-Driven Methods  to Improve  Digital User Experience
Innovative Data-Driven Methods to Improve Digital User ExperienceYoo Young Lee
 

Similar to Teaching research skills through gamification (20)

Hacker Librarian meets Curious Faculty: Building Workflows in a Multi-discipl...
Hacker Librarian meets Curious Faculty: Building Workflows in a Multi-discipl...Hacker Librarian meets Curious Faculty: Building Workflows in a Multi-discipl...
Hacker Librarian meets Curious Faculty: Building Workflows in a Multi-discipl...
 
Open textbooks in universities
Open textbooks in universitiesOpen textbooks in universities
Open textbooks in universities
 
Search, Report, Wherever You Are: A Novel Approach to Assessing User Satisfac...
Search, Report, Wherever You Are: A Novel Approach to Assessing User Satisfac...Search, Report, Wherever You Are: A Novel Approach to Assessing User Satisfac...
Search, Report, Wherever You Are: A Novel Approach to Assessing User Satisfac...
 
Proquest March 2016
Proquest March 2016Proquest March 2016
Proquest March 2016
 
Library Live: Collaborating Towards Heightened Information Literacy & Retenti...
Library Live: Collaborating Towards Heightened Information Literacy & Retenti...Library Live: Collaborating Towards Heightened Information Literacy & Retenti...
Library Live: Collaborating Towards Heightened Information Literacy & Retenti...
 
Wa School Libraries a Class Act
Wa School Libraries a Class ActWa School Libraries a Class Act
Wa School Libraries a Class Act
 
(LISSEE) Highgate School June 2016
(LISSEE) Highgate School June 2016(LISSEE) Highgate School June 2016
(LISSEE) Highgate School June 2016
 
Tangible Augmented Reality for Archival Research
Tangible Augmented Reality for Archival ResearchTangible Augmented Reality for Archival Research
Tangible Augmented Reality for Archival Research
 
Researching sustainability at University of the Arts London: Learning through...
Researching sustainability at University of the Arts London: Learning through...Researching sustainability at University of the Arts London: Learning through...
Researching sustainability at University of the Arts London: Learning through...
 
Integrating Information Literacy
Integrating Information LiteracyIntegrating Information Literacy
Integrating Information Literacy
 
Mission Impossible? Transforming library induction into learning - Eveson
Mission Impossible? Transforming library induction into learning - EvesonMission Impossible? Transforming library induction into learning - Eveson
Mission Impossible? Transforming library induction into learning - Eveson
 
Edmedia Roundtable Slides - Elementary Connected Classrooms, School District ...
Edmedia Roundtable Slides - Elementary Connected Classrooms, School District ...Edmedia Roundtable Slides - Elementary Connected Classrooms, School District ...
Edmedia Roundtable Slides - Elementary Connected Classrooms, School District ...
 
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
 
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
Playful Blended Digital Storytelling in 3D Immersive eLearning Environments f...
 
Library Survey for Staff
Library Survey for StaffLibrary Survey for Staff
Library Survey for Staff
 
Data-Informed Decision Making for Libraries - Athenaeum21
Data-Informed Decision Making for Libraries - Athenaeum21Data-Informed Decision Making for Libraries - Athenaeum21
Data-Informed Decision Making for Libraries - Athenaeum21
 
Data-Informed Decision Making for Digital Resources
Data-Informed Decision Making for Digital ResourcesData-Informed Decision Making for Digital Resources
Data-Informed Decision Making for Digital Resources
 
3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Ex...
3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Ex...3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Ex...
3d Virtual Immersive Environments as Enabler for Blended Gamified Learning Ex...
 
From Physical to Digital: Recent Research into the Discovery, Analysis, and...
From Physical to Digital:  Recent Research into the Discovery,  Analysis, and...From Physical to Digital:  Recent Research into the Discovery,  Analysis, and...
From Physical to Digital: Recent Research into the Discovery, Analysis, and...
 
Innovative Data-Driven Methods to Improve Digital User Experience
Innovative  Data-Driven Methods  to Improve  Digital User ExperienceInnovative  Data-Driven Methods  to Improve  Digital User Experience
Innovative Data-Driven Methods to Improve Digital User Experience
 

Recently uploaded

microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introductionMaksud Ahmed
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingTechSoup
 
URLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppURLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppCeline George
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactdawncurless
 
Sanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfSanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfsanyamsingh5019
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeThiyagu K
 
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxPOINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxSayali Powar
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxGaneshChakor2
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptxVS Mahajan Coaching Centre
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Sapana Sha
 
Hybridoma Technology ( Production , Purification , and Application )
Hybridoma Technology  ( Production , Purification , and Application  ) Hybridoma Technology  ( Production , Purification , and Application  )
Hybridoma Technology ( Production , Purification , and Application ) Sakshi Ghasle
 
How to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxHow to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxmanuelaromero2013
 
Arihant handbook biology for class 11 .pdf
Arihant handbook biology for class 11 .pdfArihant handbook biology for class 11 .pdf
Arihant handbook biology for class 11 .pdfchloefrazer622
 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13Steve Thomason
 
“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...
“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...
“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...Marc Dusseiller Dusjagr
 
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991RKavithamani
 
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptxContemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptxRoyAbrique
 

Recently uploaded (20)

Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
 
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
URLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppURLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website App
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impact
 
Sanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdfSanyam Choudhary Chemistry practical.pdf
Sanyam Choudhary Chemistry practical.pdf
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxPOINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptx
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
 
Hybridoma Technology ( Production , Purification , and Application )
Hybridoma Technology  ( Production , Purification , and Application  ) Hybridoma Technology  ( Production , Purification , and Application  )
Hybridoma Technology ( Production , Purification , and Application )
 
How to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxHow to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptx
 
Arihant handbook biology for class 11 .pdf
Arihant handbook biology for class 11 .pdfArihant handbook biology for class 11 .pdf
Arihant handbook biology for class 11 .pdf
 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13
 
“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...
“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...
“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...
 
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
 
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptxContemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
 

Teaching research skills through gamification

  • 1. Teaching Research Skills Through Gamification A Collaborative Project between Robarts Library and Woodsworth One Beth Fischer Woodsworth One Ben Walsh Robarts Library
  • 2. Agenda ● Woodsworth One (WDW One): Overview ○ Teaching about library resources ○ Escape Room Activity as a possibility ● Robarts Library: Overview ○ Origins of our escape game ○ Building and deploying cognitive maps towards wayfinding ○ How our escape game works ● WDW One: Results from student surveys and final grades ● Robarts: Results ● Going forward
  • 3. Woodsworth One ● For First-Year Students in the Social Sciences & Humanities ● Theme: “Order and Disorder” ● Two courses, each capped at 25 students ● Objective: To aid the transition to university ○ Skills-building workshops: time management, study strategies, test-taking strategies & research skills
  • 4. ● Students have a hard time differentiating between credible and weak sources ● Students have difficulty citing their sources ● Students have trouble navigating U of T’s online library system ● Students are confused by U of T’s network of physical libraries Teaching about library resources has been challenging
  • 5. ● Helps students to navigate both digital and physical spaces ● Interactive ● The activity employs problem-based learning, which is the primary pedagogical method in WDW One WDW One: Robarts’ escape game as a possibility
  • 6. An approach grounded in research ○ 1st year undergrads arrive without the ability to locate, assess, and use scholarly information (Salisbury & Karasmanis, 2011) ○ Students who used the library in their first year of university are more likely to graduate (Soria, Fransen, & Nackerud, 2017) ○ Gamified orientation in academic libraries increases student engagement and achievement (Walsh, A., 2014) ○ “Cognitive map” is needed to support future navigation of complex spaces (Afrooz, White, & Parolin, 2018) Robarts Library: Origins of our escape game
  • 7. ○ 2018 Robarts collaborated with Olivier St-Cyr (Faculty of Information) ○ 2 student teams investigated the utility of a digital library wayfinding tool ○ UX testing identified an essential need for incoming students to develop a “mental map” of academic library space and systems ○ Afrooz, White, & Parolin (2018) describe the “active exploration of the built environment” as a better tool for generating the kind of lasting memory needed for the future deployment of an accurate cognitive map Robarts Library: Cognitive map
  • 8. An approach grounded in data ○ Targeted learning outcomes were identified through an examination of reference statistics collected over the course of 2017 ○ These learning outcomes included: ■ Finding a book by title using the library website ■ Locating a call number and location information in catalogue record ■ Using a call number to find a book in the stacks ■ Navigating from the open floors (1-5) to the closed stacks (9-13) ■ Using the library website to locate an article by title ■ Identifying the components of an article citation ■ Locating Course Reserves and borrowing an item Robarts Library: Origins of our escape game
  • 9. We’re not the first to introduce gamified library orientation ○ 2016 - La Trobe Univeristy, Melbourne There’s no escape: Using Escape Room game design principles to engage library users ○ 2017 - Engineering & Computer Science Library, University of Toronto Leveraging Escape Room Popularity to Provide First-Year Students with an Introduction to Engineering Information ○ 1000 students have taken part on St. George Campus since September 2017 Robarts Library: Origins of our escape game Charles Robb’s Landmark, 2004. Image retrieved from https://melbourneartcritic.wordpress.com/2018/06/26/la-trobe-uni-sculpture-park/
  • 10. ● The story ○ Felix, U of T’s first online catalogue, turns itself back on and threatens to erase all records added since 1992 ● The work ○ Players follow clues throughout the library and library website ○ Players compete activities to identify a series of lock combinations: letter, number, symbol, and key locks ○ Through each activity players problem solve while gaining hands on experience navigating the library’s physical and digital library spaces ○ This work results in the development of a cognitive map student will continue to use Robarts Library: How our escape game works
  • 11. ● The example Robarts Library: How our escape game works
  • 12. ● The example Robarts Library: How our escape game works
  • 13. ● The example Robarts Library: How our escape game works
  • 14. ● The example Robarts Library: How our escape game works
  • 15. ● The example ● BX583 .S59 S38 Robarts Library: How our escape game works
  • 16. ● The example ● BX583 .S59 S38 ● Teams must navigate their way to this location in the stacks to find the next puzzle or clue Robarts Library: How our escape game works
  • 17. Results from the perspective of WDW One Before this event: Yes No Had you ever been to the upper floors of Robarts Library where the books are shelved? 82 18 Had you ever been to the Course Reserves section of Robarts Library? 29 71 Did you know what a "call number" for a book is? 68 32 Did you know how to locate a book by its call number? 71 30
  • 18. Survey: To what extent was this activity helpful in improving your ability to conduct research? Not helpful 5.88% Slightly helpful 11.76 Moderately helpful 35.29 Very helpful 32.35 Extremely helpful 14.71
  • 19. Survey: Would you recommend that WDW One host this activity again next year? Definitely not 0 Probably not 11.76 Probably 32.35 Definitely 55.88
  • 20. Did the activity improve the quality of students’ research papers? Year Average Grade for Final Research Paper 2016 76.62 2017 76.08 2019 77.40
  • 21. Results from the perspective of Robarts ○ We’re very happy! ○ Working with faculty partners deepens the impact we can make on learning outcomes ○ Developing the 2-Part program (a gamified orientation paired with a classroom-based information literacy session) is an innovation that we believe will strengthen learning outcomes
  • 22. ● Designing a game together ○ WDW One - Order and Disorder ● Designing a game that will facilitate the discovery, evaluation, and use of scholarly information for all incoming students ● Aligning data collection ● WDW One alumni students invited to test new games each August WDW One and Robarts Library: Going forward
  • 23. DISSENT An escape game at Robarts Library Coming Fall 2019!
  • 24. Thank you! Questions? Beth Fischer (Woodsworth One) beth.fischer@utoronto.ca Ben Walsh (Robarts Library) benjamin.walsh@utoronto.ca