Game-based Learning for Library Instruction

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Sara Arnold-Garza GAME-BASED LEARNING FOR LIBRARY INSTRUCTION

description

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

Transcript of Game-based Learning for Library Instruction

  • 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/