Digital Gaming in Library Instruction: Exploring Academic Library Users’ Perceptions

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Presenter: Michael Robertson (University of North Texas, College of Information, Library Science, and Technologies)

Curriculum Vitae: people.unt.edu/mjr0010

Description: This presentation focuses on a pilot study conducted at The University of North Texas wherein 42 participants ranked according to preference five technology-based delivery methods, including a digital game-like 3-D interface, utilized to facilitate two forms of library instruction. The two forms of library instruction are formal information literacy instruction and informal orientation of physical library layout. Purpose and significance of the pilot study are addressed, as well as data collection and analysis. Relevant findings and implications related to the presenter's ongoing research on digital gaming in library instruction are also discussed.

Suggested Reading:

Dede, C. (2005). Planning for neomillennial learning styles [Electronic Version]. EDUCAUSE Quarterly, 28. Retrieved October 17, 2008 from http://www.educause.edu/apps/eq/eqm05/eqm0511.asp?bhcp=1.

Dewey, B. (2001). Library user education: Powerful learning, powerful partnerships. Lanham, MD: Scarecrow Press.

Dunn-Rankin, P., Knezek, G. A., Wallace, S., & Zhang, S. (2004). Scaling methods (2nd ed.). Mahwah, NJ: Lawrence Erlbaum.

Keefer, J. (1993). The hungry rats syndrome: Library anxiety, information literacy and the academic reference process. Reference Quarterly, Spring 1993, 333-339.

Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., et al. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266-268.

Marchionini, G., & Maurer, H. (1995). The role of digital libraries in teaching and learning. Communications of the ACM, 38(4), 67-75.

Intended Audiences:

  • Pretty much any librarian

at

  • Academic libraries


Download the PowerPoint slides for this presentation

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