Designing Online Information Literacy Games Students Want to Play

Designing Online Information Literacy Games Students Want to Play

by Karen Markey, Chris Leeder, Soo Young Rieh
     
 

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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

Overview

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.

Editorial Reviews

Scott Nicholson
The best practices in this book would be valuable to someone new to the surprisingly complex world of designing information literacy games in a school environment. Librarians and educators can avoid falling into the trap of creating a quiz wrapped in a bad educational game shell by following the advice and examples in the book.
Denise E. Agosto
This is an excellent resource for librarians, teachers, designers, and others interested in creating digital games to teach students how to locate, select, and evaluate high quality information resources for academic use. The book guides readers from student learning needs assessment through game design and evaluation, using the authors’ own information literacy game, BiblioBouts, as a detailed case study and design example. Of particular interest are the sets of best practices for game design and game support, enabling readers to learn valuable lessons from the authors’ own design and testing experiences.

Product Details

ISBN-13:
9780810891425
Publisher:
Rowman & Littlefield Publishers, Inc.
Publication date:
03/12/2014
Pages:
286
Product dimensions:
5.90(w) x 8.90(h) x 1.00(d)

Meet the Author

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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