PurposeTeaching students/library patrons 21st century literacies (such as information and library literacies) is important within a library setting. As such, finding an appropriate manner to teach these skills in a practical manner at tertiary level is important. As vehicles for constructivist learning, games provide a unique opportunity to teach these 21st century literacies in an engaging, practical, format. This article discusses the implementation of an alternate reality game (ARG) to teach these literacies through gameplay.
ApproachAn ARG was designed and developed where the core gameplay tasks taught and exercised 21st century literacies. The game, once completed, was then analysed as a case study to determine the effectiveness of the game-based approach to literacy learning.
FindingsThroughout the play of the game, players spent increasingly more time in the library, often using it as a common meeting point during play. Players reported that they learnt or exercised the skills that each game task focused on, additionally noting that the game-based context made the process of learning and exercising these skills more enjoyable.
Value/OriginalityThe findings suggest that the creation of games, whether real world or digital, may be useful in engaging students/patrons with 21st century literacies as well as with their local library. The documentation of a successful ARG to teach 21st century literacies provides a model for future research to follow when designing engaging library-oriented games.
Article ClassificationResearch Article