2019
DOI: 10.1108/rsr-06-2019-0039
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Breaking out to break through: re-imagining first-year orientations

Abstract: Purpose This paper aims to outline the conceptualization, design and implementation process of an escape room-style game for first-year student orientation sessions hosted by a combined academic unit including a university library, archives and museum. The game can be customized and adapted for a variety of learning environments and purposes. Design/methodology/approach Breakout EDU kits have been used to create escape room-style games to teach curricular content in new and engaging ways. This orientation se… Show more

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Cited by 17 publications
(12 citation statements)
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“…Working within the confines of these similar definitions, academic libraries foresaw the multitude of advantages in gamifying the library experience: easing library anxiety, development of critical thinking skills, retention of information, and increasing student engagement and motivation (Walsh, 2014;Francis, 2017;Veach, 2019;Crowe & Sclippa, 2020). Gamification endeavors ran the gamut: murder mysteries used to improve users research skills, mobile apps used for orientations, a partnership with a design company to create an educational Johnson & Westbrooks 182 gamified platform like Lemontree, and incorporation of escape room kits like Breakout Edu.…”
Section: Definition and Impact Of Gamification In Academic Librariesmentioning
confidence: 99%
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“…Working within the confines of these similar definitions, academic libraries foresaw the multitude of advantages in gamifying the library experience: easing library anxiety, development of critical thinking skills, retention of information, and increasing student engagement and motivation (Walsh, 2014;Francis, 2017;Veach, 2019;Crowe & Sclippa, 2020). Gamification endeavors ran the gamut: murder mysteries used to improve users research skills, mobile apps used for orientations, a partnership with a design company to create an educational Johnson & Westbrooks 182 gamified platform like Lemontree, and incorporation of escape room kits like Breakout Edu.…”
Section: Definition and Impact Of Gamification In Academic Librariesmentioning
confidence: 99%
“…After an intensive phase of research, gamification was selected as the instructional method to implement. The literature more than supported gamification's impact on motivation as well as engagement (Capdarest-Arest et al, 2019;Walsh, 2014;Hanus & Fox, 2015;Veach, 2019;Francis, 2017;Crowe & Sclippa, 2020). Games or gamifying experiences are a successful way in harnessing student motivation and engagement (Subhash & Cudney, 2018).…”
Section: Gamification Motivation and Information Literacymentioning
confidence: 99%
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