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Games and gamification in academic libraries / edited by Stephanie Crowe, Eva Sclippa.

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Format:
Book
Contributor:
Sclippa, Eva, editor.
Crowe, Stephanie, editor.
Language:
English
Subjects (All):
Educational games.
Gamification.
Computer-assisted instruction.
Libraries--Special collections--Games.
Libraries.
Libraries--Activity programs.
Active learning.
Academic libraries--Collection development.
Academic libraries.
Games.
Physical Description:
1 online resource : color illustrations
Edition:
1st ed.
Place of Publication:
Chicago, Illinois : Association of College and Research Libraries, 2020.
Summary:
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.
Contents:
Intro
Contents
Introduction
Section I. An Overview of Games and Gamification
1 The Gaming Program at Oxford College Library
2 Here You Can Play: Fostering Creativity in an Academic Library
3 Adding "Flair" and Escaping the Usual: Gamifying Training
4 Level Up! Making Games Accessible
Section II Adding and Maintaining a Circulating Game Collection in Your Library
5 Taming the Beast: Game Collection Management in an Academic Library
6 Instructional Gaming Levels Up!
7 Lessons Learned from Circulating a Tabletop Game Collection at a Small, Academic Library
Section III Games and Gamification in Information Literacy Instruction
8 Play's the Thing: Using Games to Create Authentic Learning Experiences in the One-Shot Workshop
9 Trial By Fire: Gaming and Badging in an FYE Program
10 Saving the World with Information Literacy: Playing with Information in a For-Credit Class
11 Breaking Out of the Ordinary: Using BreakoutEDU and Escape Rooms in the Academic Library
12 Make Your Escape: Experiences with Gamified Library Programming
Section IV Programming and Outreach through Games
13 So Overt It's Covert: Learning via Games in the Library
14 Where Do We Go from Here? Expanding the Reach of Your Gaming Events
15 Out of the Class and Onto the Board: Building Student-Faculty Relationships and Easing Library Anxiety through Board Game Nights
16 Dewey Decimated!: Creating an Immersive Escape Room from Beginning to End
About the Authors.
Notes:
Includes bibliographical references.
Description based on print version record.
Description based on publisher supplied metadata and other sources.
Other Format:
Print version: Games and gamification in academic libraries.
ISBN:
0-8389-4787-5
OCLC:
1152316166

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