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E-BOOK
Title Games and gamification in academic libraries / edited by Stephanie Crowe, Eva Sclippa.
Imprint Chicago, Illinois : Association of College and Research Libraries, 2020.

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 Internet  Electronic Book    AVAILABLE
Description 1 online resource (xi, 315 pages) : illustrations (chiefly color)
Bibliog. Includes bibliographical references.
Note Available only to authorized UTEP users.
Online resource; title from digital title page (ProQuest Ebook Central, viewed June 16, 2020).
Subject Educational games.
Gamification.
Computer-assisted instruction.
Libraries -- Special collections -- Games.
Libraries -- Activity programs.
Active learning.
Academic libraries -- Collection development.
Games.
Genre Electronic books.
Games.
Contents Section I. An Overview of Games and Gamification. The gaming program at Oxford College Library / Courtney Baron ; Here you can play: fostering creativity in an academic library / Tammi M. Owens and Claire Staub ; Adding "flair" and escaping the usual: gamifying training / Mackenzie Morning ; Level up! Making games accessible / Angie Brunk and Dale Monobe -- Section II. Adding and Maintaining a Circulating Game Collection in Your Library. Taming the beast: game collection management in an academic library / Diane Robson and Erin DeWitt-Miller ; Instructional gaming levels up! / Stephen "Mike" Kiel ; Lessons learned from circulating a tabletop game collection at a small, academic library / Emily Moran -- Section III. Games and Gamification in Information Literacy Instruction. Play's the Thing: using games to create authentic learning experiences in the one-shot workshop / Christina E. Dent and Cate Schneiderman ; Trial by fire: gaming and badging in an FYE program / Wendy Girven Pothier, Kathrine C. Aydelott, and Benjamin Peck ; Saving the world with information literacy: playing with information in a for-credit class / Stephanie Crowe and John Osinski ; Breaking out of the ordinary: using BreakoutEDU and escape rooms in the academic library / Lara Fountaine ; Make your escape: experiences with gamified library programming / Tim Miller, Kimberly Stelter, Garrett Purchio, and Brianne Hagen -- Section IV. Programming and Outreach Through Games. So overt it's covert: learning via games in the library / Kimberly Vardeman, Ian Barba, Shelley Barba, and Heidi Winkler ; Where do we go from here? Expanding the reach of your gaming events / Teresa Slobuski, Eric Johnson, Ginny Boehme, and Lauren Hays ; Out of the class and onto the board: building student-faculty relationships and easing library anxiety through board game nights / Stephanie Diaz and Russell Hall ; Dewey decimated!: creating an immersive escape room from beginning to end / Eva Sclippa, Rebecca Baugnon, Stephanie Crowe, Jason Fleming, and Peter Fritzler ; Old building, new experience: gamifying special collections orientation / Emily Jack.
Summary "Games of all kinds, from breakouts and escape rooms to traditional board game collections, are often featured in academic library instruction, programming, and outreach initiatives, where their natural ability to foster interaction and communication is especially valuable. Games and gamification can be used to help students engage with the thresholds of the ACRL Framework for Information Literacy for Higher Education; locate resources and identify misinformation and disinformation; and build connections with faculty and librarians, in one-shots and for-credit courses. In four sections--An Overview of Games and Gamification, Adding and Maintaining a Circulating Game Collection to your Library, Games and Gamification in Information Literacy Instruction, and Programming and Outreach through Games--Games and Gamification in Academic Libraries explores incorporating games into first-year experience programs, using games to help students engage with special collections, making games accessible, and ideas for game nights and events. Games and gamification function best not as something separate, but as one tool in an academic library's approach to their goals and initiatives. Games and Gamification offers encouragement, strategies, and proven practices for developing and using accessible, welcoming gamification as a flexible tool to meet their institutions' missions and their students' learning needs."--Provided by publisher.
Other Author Crowe, Stephanie (Stephanie H.), editor.
Sclippa, Eva, editor.
Other Title Print version: Games and gamification in academic libraries. Chicago, Illinois : Association of College and Research Libraries, [2020] 9780838947869