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Shaping the Way of Instruction: Fusion of Games, Lecture and Theatrical Techniques vs. Traditional Lecture Type of Library Instruction: Examining its Effectiveness in Undergraduate Library Instruction
13 references·0 citing·53 second hop
Shaping the Way of Instruction: Fusion of Games, Lecture and Theatrical Techniques vs. Traditional Lecture Type of Library Instruction: Examining its Effectiveness in Undergraduate Library Instruction (2012)Shaping the Way of Instruction: Fusion of…Will Undergraduate Students Play Games to Learn How to Conduct Library Research? (2009)Will Undergraduate Students P…Ways of learning : learning theories and learning styles in the classroom (2009)Ways of learning : learning t…This is jeopardy! An exciting approach to learning in library instruction (2008)This is jeopardy! An exciting…Using humor in library instruction (2006)Using humor in library instru…Educating the Millennial Generation for evidence based information practice (2006)Educating the Millennial Gene…Play to win! Using games in library instruction to enhance student learning (2005)Play to win! Using games in l…Non-traditional interventions to stimulate discussion: the use of games and puzzles (2003)Non-traditional interventions…Boomers, Gen-Xers, and Millennials: Understanding the "New Students.". (2003)Boomers, Gen-Xers, and Millen…Something Old, Something New, Something Borrowed, Something Blue (2002)Something Old, Something New,…And now for something completely different … theatrical techniques for library instruction (2000)And now for something complet…‘Learning Style’: frameworks and instruments (1997)‘Learning Style’: frameworks …Reinforcement of Library Orientation Instruction for Freshman Seminar Students. (1995)Reinforcement of Library Orie…Facilitating effects of humor on creativity. (1976)Facilitating effects of humor…Active Learning and Teaching: (1995)Teaching in the Information Age: (1995)Applying Active Learning Methods to the Design of Library Instruction for a Freshman Seminar (1997)Global neo-liberalism, the deformation of education and resistance. 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(2000)Validation of a Norwegian Version of the Approaches and Study Skills Inventory for Students (ASSIST): Application of structural equation modelling (2001)The impact of academic self‐concept, expectations and the choice of learning strategy on academic achievement: the case of business students (2009)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital games in academic libraries: a review of games and suggested best practices (2012)Playful Information Literacy: Play and information Literacy in Higher Education (2015)Digital Game-Based Learning (2019)Digital Game-Based Learning (2020)THE ACT OF CREATION (1967)Early Conceptions of Humor: Varieties and Issues (1972)Humour and teaching in higher education (1985)Humor in the Classroom: Considerations and Strategies (1988)Creativity and Intelligence: Brain Networks That Link and Differentiate the Expression of Genius (2013)The highest form of intelligence: Sarcasm increases creativity for both expressers and recipients (2015)Teaching Tips: Strategies, Research, and Theory for College and University Teachers (1994)McKeachie's Teaching Tips: Strategies, Research, and Theory for College and University Teachers (2010)Getting a clue: creating student detectives and dragon slayers in your library (2011)Gameful design in the automotive domain (2013)Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning (2016)The Information-Age Mindset: Changes in Students and Implications for Higher Education (2000)First year students' experiences with technology: Are they really digital natives? (2008)The ‘digital natives’ debate: A critical review of the evidence (2008)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Different Perspectives of Learning Styles from VARK Model (2010)Psychology for the Classroom: Behaviourism (2010)Gamification in Management Education: A Systematic Literature Review (2019)
this work references cited by second hop

References

  • 2003Boomers, Gen-Xers, and Millennials: Understanding the "New Students.".757 cited
  • 2009Ways of learning : learning theories and learning styles in the classroom249 cited
  • 1976Facilitating effects of humor on creativity.136 cited
  • 2003Non-traditional interventions to stimulate discussion: the use of games and puzzles123 cited
  • 1997‘Learning Style’: frameworks and instruments121 cited
  • 2006Educating the Millennial Generation for evidence based information practice70 cited
  • 2005Play to win! Using games in library instruction to enhance student learning54 cited
  • 2002Something Old, Something New, Something Borrowed, Something Blue28 cited
  • 2008This is jeopardy! An exciting approach to learning in library instruction26 cited
  • 2009Will Undergraduate Students Play Games to Learn How to Conduct Library Research?25 cited
  • 2006Using humor in library instruction23 cited
  • 2000And now for something completely different … theatrical techniques for library instruction18 cited
  • 1995Reinforcement of Library Orientation Instruction for Freshman Seminar Students.11 cited

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