Designing online information literacy games students want to play /
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. Drawing from their own first-hand experience, research, and networking, the authors feature best practices...
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Other Authors: | , |
Format: | Electronic eBook |
Language: | English |
Published: |
Lanham :
Rowman & Littlefield,
[2014]
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Subjects: | |
Online Access: |
Full text (Wentworth users only) |
Local Note: | ProQuest Ebook Central |
MARC
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100 | 1 | |a Markey, Karen. | |
245 | 1 | 0 | |a Designing online information literacy games students want to play / |c Karen Markey, Chris Leeder, and Soo Young Rieh. |
246 | 1 | |i Available from some providers with title: |a Designing online information literacy games students will want to play | |
264 | 1 | |a Lanham : |b Rowman & Littlefield, |c [2014] | |
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504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a The promise of games for information literacy instruction -- The needs assessment -- The design of an information literacy game -- The BiblioBouts administrator interface -- The BiblioBouts game -- The methods used to evaluate BiblioBouts -- Preparing students to play BiblioBouts -- How students played BiblioBouts -- How students evaluated BiblioBouts sources -- How BiblioBouts influenced students' research papers -- How students benefited from playing BiblioBouts -- Best practices for building information literacy games -- Best practices for administrator, instructional, and user-support services -- The future of information literacy games -- Appendix A. Game diary form for students -- Appendix B. Pre-game questionnaire for students -- Appendix C. Post-game questionnaire for students -- Appendix D. Focus group interview questions for students -- Appendix E. Follow-up interview questions for students -- Appendix F. Game logs -- Appendix G. Personal interview questions for instructors -- Appendix H. Personal interview questions for library liaisons. | |
520 | |a 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. 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. | ||
588 | 0 | |a Print version record. | |
590 | |a ProQuest Ebook Central |b Ebook Central College Complete | ||
650 | 0 | |a Information literacy |x Study and teaching. | |
650 | 0 | |a Educational games |x Design and construction. | |
650 | 0 | |a Educational games |v Case studies. | |
700 | 1 | |a Leeder, Chris, |d 1967- |1 https://id.oclc.org/worldcat/entity/E39PCjxwxxtYPbTrqmffd9pMfq | |
700 | 1 | |a Rieh, Soo Young, |d 1965- |1 https://id.oclc.org/worldcat/entity/E39PCjCKTcTCRJwCgvQvpm6bBd | |
758 | |i has work: |a Designing online information literacy games students want to play (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGJkB6CKTm8mRrxKJwrb7d |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
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