Designing Online Information Literacy Games Students Want to Play
By (author) Karen Markey, Chris Leeder, Soo Young Rieh
Publication date:
12 March 2014Length of book:
302 pagesPublisher
Rowman & Littlefield PublishersDimensions:
226x153mm6x9"
ISBN-13: 9780810891425
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.
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.
Before launching into information literacy game design libraries would be well advised to avail themselves of this book. Each chapter is replete with graphs and tables illustrating the open-ended nature of game building. The authors do not shy away from reporting on the pitfalls met along the way, and this alone could save potential developers many hours of hard work. BiblioBouts is a work in progress that will need regular tweaking as the technology improves and more is learned about students’ engagement with online learning. . . .The book is recommended reading, as it is well documented and covers the complete game production cycle.