Designing Online Information Literacy Games Students Want to Play

Front Cover
Bloomsbury Publishing PLC, Mar 12, 2014 - Language Arts & Disciplines - 302 pages
Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments.

The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games.

You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game.

Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more.

The final section of the book covers important concepts for future information literacy game design.
 

Contents

Ch01 The Promise of Games for Information Literacy Instruction
1
Ch02 The Needs Assessment
23
Ch03 The Design of an Information Literacy Game
34
Ch04 The BiblioBouts Administrator Interface
47
Ch05 The BiblioBouts Game
59
Ch06 The Methods Used to Evaluate BiblioBouts
85
Ch07 Preparing Students to Play BiblioBouts
94
Ch08 How Students Played BiblioBouts
106
Ch14 The Future of Information Literacy Games
225
Appendix A Game Diary Form for Students
237
Appendix B PreGame Questionnaire for Students
239
Appendix C PostGame Questionnaire for Students
242
Appendix D Focus Group Interview Questions for Students
244
Appendix E FollowUp Interview Questions for Students
246
Appendix F Game Logs
248
Appendix G Personal Interview Questions for Instructors
253

Ch09 How Students Evaluated BiblioBouts Sources
123
Ch10 How BiblioBouts Influenced Students Research Papers
153
Ch11 How Students Benefited from Playing BiblioBouts
167
Ch12 Best Practices for Building Information Literacy Games
190
Ch13 Best Practices for Administrator Instructional and User Support Services
213
Appendix H Personal Interview Questions for Library Liaisons
254
Bibliography
255
Index
269
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About the author (2014)

Karen Markey is a professor in the School of Information at the University of Michigan.

Chris Leeder is a doctoral candidate in the School of Information at the University of Michigan.

Soo Young Rieh is an associate professor in the School of Information at the University of Michigan.

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