2021
DOI: 10.1016/j.acalib.2021.102345
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Scavenging for evidence: A systematic review of scavenger hunts in academic libraries

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Cited by 4 publications
(5 citation statements)
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“…This has been analyzed in depth in the literature review. The most important conclusion is that we agree with [15] and [16] about the lack of objective evidence concerning the outcomes in the use of SH in education. From the 71 articles analyzed only 31 include any kind of evaluation, of which only 16 focus on the effect on the students' attitude/learning.…”
Section: Related Workmentioning
confidence: 53%
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“…This has been analyzed in depth in the literature review. The most important conclusion is that we agree with [15] and [16] about the lack of objective evidence concerning the outcomes in the use of SH in education. From the 71 articles analyzed only 31 include any kind of evaluation, of which only 16 focus on the effect on the students' attitude/learning.…”
Section: Related Workmentioning
confidence: 53%
“…Regarding the outcomes, the main goal pursued with the use of a SH is to improve knowledge of the environment. Focusing on education, two main aspects have been addressed: to improve the campus library knowledge (six works, e.g., [15]) and to familiarize students with a new academic environment and its resources (nine works, e.g., [29] and [30]). Papers not concerning the educational environment can also be found, e.g., [31] and [32].…”
Section: Related Workmentioning
confidence: 99%
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“…Recently published texts that examine related pervasive games in libraries include the 2020 book Locally played, which explores 'local community games as game-based systems that involve real-world actions and are used to strengthen a place-based community' (Stokes, 2020). A systematic review of scavenger hunts held within libraries determined that while acting as a longstanding popular means of outreach and instruction activity, there is insufficient evidence to properly assess its effectiveness in terms of learning outcomes (Stark et al, 2021). A summary of past and recent developments in alternative reality games in and by libraries can be found in Playing for real: designing alternate reality games in learning contexts by Elizabeth Marie Bonsignore, who helpfully places ARGs into a framework of information ecologies (Bonsignore, 2016).…”
Section: Site-specific Location-based Gamesmentioning
confidence: 99%
“…The IoT definition, its historical context and its future library applications are discussed in this paper. Some of the difficulties that the library specialist will face when implementing it are also examined [19]. The proposed a structure for the application of the use of internet of thing to renovate traditional library systems to become smart online library systems.…”
Section: Introductionmentioning
confidence: 99%