Tag Archives: games

King Spud Has Been Kidnapped: Using the Mystery Genre and Serious Games to Teach Information Literacy to Undergraduate Students

Celia Hagey
Instruction and User Services Librarian
University of Idaho Library

Abstract

This article details an instructional academic librarian’s experience designing and teaching a mystery-themed information literacy workshop entitled “Mystery at the U of I Library.” The workshop is a form of game-based teaching known as a serious game. Serious games have been documented in scholarly writing since 1970 and implemented in educational settings ranging from elementary schools, high schools, and universities, using creative designs such as role-play games, card games, and video games. Educators in the fields of mathematics, science, and healthcare have published case studies on their use of mystery-based serious games, but representation of mystery-based games to teach information literacy is sparse. This article contributes insights on the value of creating a mystery-based information literacy workshop for undergraduate students at a mid-size public university, describing the author’s design process, experience teaching the workshop, and professional growth throughout the whole process. Other instructional librarians will find recommendations and advice for implementing their own mystery-based workshop. Overall, the workshop engaged students and revealed areas where students continue to struggle with information literacy skills, while stretching the author’s imagination and instructional ability.

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Cryptozoic Librarianship: Deck-Building Games as a Microcosm of Collection Development

By Samuel S. Ready, MLIS

The main article written at this time about deck-building games and library collection development appears to be the one by Robbins for Library Journal in 2012. Robbins recommends deck-building games for acquisition by libraries with robust game collections—but this is only the beginning of the relationship between such games and libraries.

Robbins (2012) does a good job of explaining why trading card games such as Magic: the Gathering are not a great fit for libraries: competitive and commercial, they present a never-ending arms race that is won by spending money buying new cards all the time. Trading is not the same as sharing, and the game is not a closed system. Robbins points out that deck building games are more democratic and self-sufficient, which is true. What Robbins fails to then say is that deck-building games such as those manufactured by Cryptozoic Entertainment are a good fit for libraries because they are in a way a simulation of library collection development.

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The Game of Research: [Board] Gamification of Library Instruction

Nicole Tekulve, Chapel Cowden, Jaime Myers
University of Tennessee at Chattanooga

Faced with the annual revision of curriculum and activities for first-year Rhetoric and Composition courses, a group of instruction librarians at the University of Tennessee at Chattanooga (UTC) created a versatile board game, based on The Game of Life, to address the pitfalls and rewards of the research process. Librarians quickly learned, however, that creating an engaging, meaningful, and fast-paced game for library instruction is no small feat. Developing The Game of Research was a reminder that, just as librarians encourage students to be adaptive and creative in their research, we must also be adaptive and creative in our curriculum design in order to meet information literacy and course learning objectives. To that end, The Game of Research not only underwent many revisions but it also prompted the creation of a second game, The Research Road, based upon common learning objectives.

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Play a Game, Make a Game: Getting Creative with Professional Development for Library Instruction

Maura A. Smale, Associate Professor
Chief Librarian, Ursula C. Schwerin Library
New York City College of Technology, CUNY

Abstract

Using games in the library classroom is an active learning strategy that can increase student engagement. However, not all librarians are equally familiar and comfortable with bringing game-based learning to the library. Game On for Information Literacy is a brainstorming card game to help librarians create games for information literacy and library instruction. Inspired by other successful brainstorming card games, this game was developed, playtested, and iterated over several years in workshops, graduate-level MLIS courses, and professional development programs. Game materials are all available to download, use, remix, and share.

Keywords: game-based learning, games in education, information literacy, library instruction, brainstorming, professional development

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