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Active Learning Immersive Scenario Games in Teaching & Learning: Library & IL Instructiion

Bibliography of Sources Concerning the Use of Games in Library and Information Literacy Instruction

ACRL Framework for Information Literacy for Higher Education

Libraries in K-12 and higher education are using games and gamification to enhance their traditional library role of supporting faculty teaching and student learning.  Specifically academic libraries are finding that using games and gaming is an effective way to introduce and teach research skills normally taught in bibliographic instruction lecture format.  Not only is this method more effective overall, but it directly address (and usually solves) the greatest problem facing bibliographic instruction librarians today in the world of internet information overload and social media round the clock access:  standing in front of class of students who both crave (and have been conditioned for) interactive learning and suffer from the IAKT syndrome – the I already know this syndrome. It also addresses the concept of student centered learning embodied in its various forms as active learning, game-based learning (GBL), case based learning, problem-based learning, experiential learning, scenario learning, and immersive learning. These pedagogues encourage students to actively participate in their own learning by offering them active, decision making, interactive engagement with their learning environment.  This section offers a bibliography of sources for deploying games and gamification to facilitate library instruction and orientation.  These sources highlight both digital and analog and include immersive and non-immersive gaming applications. 

 

Library Instruction & Orientation

Capdarest-Arest, N., Opuda, E., & Stark, R. K. (2019). “Game on!” Teaching gamification principles for library instruction to health sciences information professionals using interactive, low-tech activities and design-thinking modalities. Journal Of The Medical Library Association: JMLA, 107(4), 566–571. https://doi.org/10.5195/jmla.2019.636
Kaneko, K., Saito, Y., Nohara, Y., Kudo, E., & Yamada, M. (2018). Does Physical Activity Enhance Learning Performance?: Learning Effectiveness of Game-based Experiential Learning for University Library Instruction. The Journal of Academic Librarianship, 44(5), 569–581. https://doi.org/10.1016/j.acalib.2018.06.002
Kirsch, B. A. (2014). Games in Libraries: Essays on Using Play to Connect and Instruct. McFarland & Company, Inc., Publishers.
Martin, Lisa & Martin, Will. (2015). Modifying an information literacy game for outreach events. Reference Services Review, (4), 643. https://doi.org/10.1108/RSR-02-2015-0009
Reade, T. (2017). The Clock Is Ticking: Library Orientation as Puzzle Room. Knowledge Quest, 45(5), 48–53.
Sirigos, C. 2014. “Levels of Game Creation.” In Games in Libraries: Essays on Using Play to Connect and Instruct, edited by Breanne A.Kirsch, 9-29. Jefferson, NC: McFarland & Company, Inc.
Snyder Broussard, Mary J. (2010). Secret Agents in the Library: Integrating Virtual and Physical Games in a Small Academic Library. College & Undergraduate Libraries, 17(1), 20–30. https://doi.org/10.1080/10691310903584759
Snyder Broussard, Mary J. (2014). “Knowing When to Create a Library Game.” In Games in Libraries: Essays on Using Play to Connect and Instruct, edited by Breanne A. Kirsch, 30-42. Jefferson, NC: McFarland & Company, Inc.
Spina, C. 2014. “Gamification in Libraries.” In Games in Libraries: Essays on Using Play to Connect and Instruct, edited by Breanne A.Kirsch, 62-79. Jefferson, NC: McFarland & Company, Inc.
Wise, H., Lowe, J., Hill, A., Barnett, L., & Barton, C. (2018). Escape the welcome cliché: Designing educational escape rooms to enhance students’ learning experience. Journal of Information Literacy, 12(1), 86–96. https://doi.org/10.11645/12.1.2394

Information Literacy Instruction

Carl O. DiNardo, author, & Mary J. Snyder Broussard, author. (2019). Commercial tabletop games to teach information literacy. Reference Services Review, (2), 106. https://doi.org/10.1108/RSR-10-2018-0066
Jerrett, Adam, Bothma, Theo J.D, & de Beer, Koos. (2017). Exercising library and information literacies through alternate reality gaming. Aslib Journal of Information Management, (2), 230. https://doi.org/10.1108/AJIM-11-2016-0185
Margino, M. (2013). Revitalizing Traditional Information Literacy Instruction: Exploring Games in Academic Libraries. Public Services Quarterly, 9(4), 333–341. (Routledge. Available from: Taylor & Francis, Ltd. 325 Chestnut Street Suite 800, Philadelphia, PA 19106. Tel: 800-354-1420; Fax: 215-625-2940; Web site: http://www.tandf.co.uk/journals).
Urban, Alex C. (2019). Serious games for information literacy: A scoping review and design recommendations. Library Hi Tech, (4), 679. https://doi.org/10.1108/LHT-01-2019-0010
Young, J. (2016). Can Library Research Be Fun? Using Games for Information Literacy Instruction in Higher Education. Georgia Library Quarterly, 53(3), 1–7.

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