1 option
Games and gamification in academic libraries / edited by Stephanie Crowe, Eva Sclippa.
- Format:
- Book
- 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
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.