Information Literacy Gamification on Campus and in the Online Classroom: Creating Electronic Gaming Tools that Engage Students while Assessing Learning Outcomes

Abstract

Gamification of online educational content has several benefits that lectures and text-based content often lack. Adding puzzles, a point system, and individual or group competition can prime the brain for improved learning outcomes thanks to an increase in focus, engagement, and active problem-solving using newly acquired research skills. These benefits often lead to higher memory retention, an extremely valuable perk in bibliographic instruction sessions that are often just one-shot opportunities, whether in the classroom or in an embedded environment with subject-specific courses. While on-campus students are often presented with opportunities to partake in enjoyable and informative programming, online students are seldom provided with activities that capture this same spirit of playful learning. Apart from these benefits, this poster will highlight a coding-free way to create a gamified activity that provides immediate assessment results to determine if students have achieved the intended learning outcomes. This visual presentation will complement information I’ve detailed in a number of book chapters about library gamification in academic libraries. Seeing these puzzles and playing with them in person will hopefully give those interested in this growing trend more confidence in creating similar activities in their libraries and online classrooms.

Presenters

Kristen Cinar
Instructor of Library Services, Library, Suffolk County Community College, United States

Details

Presentation Type

Online Poster

Theme

Pedagogies

KEYWORDS

Gaming, Gamification, Games, Online Instruction, Programming, Bibliographic Instruction, Information Literacy

Digital Media

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