Designing Online Information Literacy Games Students Want to Play


Book Description

Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.




Tackling Society's Grand Challenges with Design Science


Book Description

This book constitutes the thoroughly refereed proceedings of the 11th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2016, held in St. John, Newfoundland, Canada, in May 2016. The 11 full papers, 2 short papers and 9 short papers describing prototypes and products were carefully reviewed and selected from 54 submissions. The papers are organized around the following topics: methodological aspects of design science; applications of design science research to real world design problems, for example in social media, health care systems, embedded technologies, climate, security.




Digital Libraries: Knowledge, Information, and Data in an Open Access Society


Book Description

This book constitutes the refereed proceedings of the 18th InternationalConference on Asia-Pacific Digital Libraries, ICADL 2016, held in Tsukuba,Japan, in December 2016. The 18 full papers, 17 work-in-progress papers and 7 practitioner papers presented were carefully reviewed and selected from 71 submissions. The papers cover topics such as community informatics, digital heritage preservation, digital curation, models and guidelines, information retrieval/integration/extraction/recommendation, privacy, education and digital literacy, open access and data, and information access design.




Digital Libraries: Providing Quality Information


Book Description

This book constitutes the refereed proceedings of the 17th International Conference on Asia-Pacific Digital Libraries, ICADL 2015, held in Seoul, South Korea, in December 2015. The 22 full papers, 9 short papers, 7 panels, 6 doctoral consortiium papers and 19 poster papers presented were carefully reviewed and selected from 141 submissions. The papers for this 2015 conference cover topics such as digital preservation, gamification, text mining, citizen science, data citation, linked data, and cloud computing.




Emerging Strategies for Supporting Student Learning


Book Description

Emerging Strategies for Supporting Student Learning provides a straightforward and accessible guide to the latest learning and teaching practices appropriate for use with higher education students. It is both an exciting and challenging time to be working in higher education as the sector experiences rapid changes including: an increasingly diverse student population with changing expectations; changes in technology including the rise in the use of social media; increased emphasis on employability and internationalisation; development of new social learning spaces; as well as an ever-decreasing resource base. As a result of these changes, new approaches to supporting student learning are developing rapidly. In the past five years, developments in both the theory and practice of learning and teaching have created a complex landscape which it is sometimes difficult to navigate. Emerging Strategies for Supporting Student Learning provides practical guidance and brings together theory and practice in an accessible style. The book covers a wide range of tools and techniques (relevant to face-to-face, blended learning and online practices) which will suit students in different contexts from large groups of 500+ to very small classes of research students. This practical book makes extensive use of case studies, examples, checklists and tables and contains: - An analysis of the current higher education landscape, the changes that are occurring and the diverse nature of students populations - An exploration of new theories of digital literacy including case studies demonstrating how library and information workers have applied these models in practice - A demonstration of the many different ways in which academic library and information services are working in support of student employability - A theoretical overview of different approaches to teaching and learning including Kolb’s learning cycle, Laurillard’s conversational framework for university teaching, Entwistle’s teaching for understanding at university, Land and Meyer’s threshold concepts, and the Higher Education Academy’s work on flexible pedagogies - Practical guidance on designing, developing and evaluating courses and other learning and teaching events in different situations in including face-to-face, flipped classroom, blended learning, and online learning - An exploration of approaches to personal and professionals development including 90+ approaches to workplace learning; accredited courses; short courses, conferences and workshops; networking through professional organisations; and developing online networks. Emerging Strategies for Supporting Student Learning will be essential reading for different groups working in colleges and universities including library and information workers, staff developers, educational technologists, educational development project workers, educational change agents and students of library and information science who are planning their careers in higher education institutions.




Online Searching


Book Description

Online Searching puts aspiring librarians working in all types of institutions on the fast track to becoming expert searchers, the intermediaries who unite information users with trusted sources that satisfy their information needs.




Learning and Education Games: Volume Two: Bringing Games into Educational Contexts


Book Description

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."




andererseits - Yearbook of Transatlantic German Studies


Book Description

andererseits provides a forum for research, commentary, and creative work on topics related to the German-speaking world and the field of German Studies. Works presented in the publication come from a wide variety of genres including book reviews, poetry, essays, editorials, forum discussions, academic notes, lectures, and traditional peer-reviewed academic articles. In addition, we welcome contributions by journalists, librarians, archivists, and other commentators interested in German Studies broadly conceived. As a specifically transatlantic endeavor, we also highlight select topics in American Studies that impact German Studies. By publishing such a diverse array of material, we hope to demonstrate the extraordinary value of the humanities in general, and German Studies in particular, on a variety of intellectual and cultural levels. This issue features sections about German Studies approaches to media literacy, Stephen Dowden's book »Modernism and Mimesis« and the poetics of ambiguous memory.




Health Sciences Librarianship


Book Description

This comprehensive textbook of health sciences librarianship provides the library student and new librarian with the background and skills necessary to handle day-to-day activities and provide quality services in a health sciences library or a more general library serving students and practitioners in the health professions. The book has 16 chapters, each authored by an experienced medical librarian and is are organized logically into 4 sections: The Profession, Collection Services, User Services, and Administrative Services, Each chapter contains photographs, figures, tables, and charts illustrating the essential concepts introduced. Overseen by a 3-member editorial board of leading professors in medical librarianship programs, this authoritative text provides students, beginning, and experienced librarians with a comprehensive overview of state-of-the-art medical librarianship.




Gamification


Book Description

Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services? In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can have an impact in libraries. Everything in this book is presented from a practical point of view – email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a project’s beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.