2019
DOI: 10.5195/jmla.2019.636
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“Game on!” Teaching gamification principles for library instruction to health sciences information professionals using interactive, low-tech activities and design-thinking modalities

Abstract: Background: Gamification is correlated with increased motivation and engagement of learners and is increasingly being incorporated into library instruction. Opportunities for librarians to learn and practice principles of gamification can be helpful for those desiring to integrate gamification into instruction. This report describes the development and delivery of an interactive special content session at MLA ’18, the 2018 Medical Library Association annual meeting in Atlanta, Georgia, focusing on principles o… Show more

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Cited by 6 publications
(5 citation statements)
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References 5 publications
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“…Les bibliothèques se sont également approprié l'utilisation de jeux sérieux en tant qu'outil de formation aux compétences informationnelles, pour informer des activités de médiation ou même comme outil de communication et de promotion (Ancelin et al, 2012;Capdarest-Arest et al, 2019;Texier, 2021).…”
Section: Apprentissage Par Le Jeuunclassified
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“…Les bibliothèques se sont également approprié l'utilisation de jeux sérieux en tant qu'outil de formation aux compétences informationnelles, pour informer des activités de médiation ou même comme outil de communication et de promotion (Ancelin et al, 2012;Capdarest-Arest et al, 2019;Texier, 2021).…”
Section: Apprentissage Par Le Jeuunclassified
“…Cependant, la conception de jeux sérieux de hautes technologies (jeux numériques, en ligne, jeux vidéo, réalité virtuelle) nécessite des ressources financières, du temps ainsi que des compétences en programmation qui font parfois défaut dans les bibliothèques. Ces dernières se tournent ainsi la plupart du temps vers des jeux low-tech qui demandent moins de ressources mais qui permettent malgré tout d'expérimenter l'utilisation de jeux sérieux (Capdarest-Arest et al, 2019).…”
Section: Apprentissage Par Le Jeuunclassified
“…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%
“…Carrying out gamification services is an important aspect for university libraries to improve their service. Moreover, there is a growing trend of libraries using or designing high-tech games for library instruction, orientation and training (Capdarest-Arest et al , 2019).…”
Section: Introductionmentioning
confidence: 99%