Level Up for Learning: Integrating Video Game Concepts into Information Literacy and Student Engagement Activities

COWING, Jared, LEE, Simon and PUN, Raymond (2018) Level Up for Learning: Integrating Video Game Concepts into Information Literacy and Student Engagement Activities. Paper presented at: IFLA WLIC 2018 – Kuala Lumpur, Malaysia – Transform Libraries, Transform Societies in Session 75 - Audiovisual and Multimedia with Information Technology.

Bookmark or cite this item: https://library.ifla.org/id/eprint/2131
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Language: English (Original)
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Abstract

Level Up for Learning: Integrating Video Game Concepts into Information Literacy and Student Engagement Activities

Academic instruction librarians are always trying new ways to innovate their teaching methods for information literacy and student engagement. From gamification programs in online tutorials to active learning techniques, librarians can integrate these core pieces into their practices. But what about borrowing and implementing concepts from video games? What lessons or experiences can be shared in this process? Today, students are into more mobile apps and online learning than before. What kind of digital tools are available to enhance student learning? This paper introduces how academic instruction librarians can harness the value of video game-based instruction and engagement to introduce new pedagogical approaches from the flipped classroom method to learning collaborations. In some case studies, academic libraries have created library exploration games to support these learning initiatives and others have started and managed a collection of video games for students to study and learn to design from. In addition, other academic libraries have hosted “gaming event and showcases” to promote the collection and to enhance student learning and library outreach services to the gaming community on campus. In other learning contexts, physical gaming elements have become part of the teaching process for those developing information literacy skills. These hybrid-based activities may include escape rooms, (zombie) scavenger hunts, badging programs, Pokemon-Go, and more. The paper will cover a series of examples of how librarians can integrate elements of gaming into their community of practice for information literacy and student engagement. In addition, video gaming culture has become a useful marketing and outreach tool for libraries to consider. This paper will offer suggestions and highlight best practices to cultivate a gaming community for outreach and learning engagement in academic libraries.

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