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Get in the game: developing an information literacy classroom game
Much current research in the field of games-based learning demonstrates that games can be successfully incorporated into educational contexts to increase student engagement, motivation, and learning. Academic librarians are also using games as an innovative instructional strategy to strengthen stude...
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Published in: | Journal of library innovation 2012-03, Vol.3 (1), p.126 |
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Main Author: | |
Format: | Article |
Language: | English |
Subjects: | |
Online Access: | Get full text |
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Summary: | Much current research in the field of games-based learning demonstrates that games can be successfully incorporated into educational contexts to increase student engagement, motivation, and learning. Academic librarians are also using games as an innovative instructional strategy to strengthen students' research skills and their understanding of information literacy concepts. This article discusses the development and implementation of Quality Counts, a classroom information literacy game designed to teach undergraduate students how to evaluate Internet sources. After a brief overview of the game's development and rules, the article describes the process of playing Quality Counts in several classes and presents the results of qualitative assessments of student engagement and self-perception of learning, including data from classroom observations and student surveys. Finally, the article offers suggestions for next steps and future research, both for Quality Counts as well as for academic librarians interested in developing or implementing instructional games. |
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ISSN: | 1947-525X 1947-525X |