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Get in the Game: Developing an Information Literacy Classroom Game
16 references·5 citing·38 second hop
Get in the Game: Developing an Information Literacy Classroom Game (2012)Get in the Game: Developing an Informatio…Learning Through Quests and Contests: Games in Information Literacy Instruction (2011)Learning Through Quests and C…Gaming in Academic Libraries: Collections, Marketing, and Information Literacy (2010)Gaming in Academic Libraries:…This is jeopardy! An exciting approach to learning in library instruction (2008)This is jeopardy! An exciting…The Effectiveness of a Web-based Board Game for Teaching Undergraduate Students Information Literacy Concepts and Skills (2008)The Effectiveness of a Web-ba…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Learning in immersive worlds: A review of game-based learning (2006)Learning in immersive worlds:…How Gaming Could Improve Information Literacy. (2006)How Gaming Could Improve Info…From game studies to bibliographic gaming: Libraries tap into the video game culture (2006)From game studies to bibliogr…Video Games and the Future of Learning (2005)Video Games and the Future of…Play to win! Using games in library instruction to enhance student learning (2005)Play to win! Using games in l…Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour (2003)A Library Adventure: Comparin…Information Literacy Competency Standards for Higher Education (2000)Information Literacy Competen…The Art of Computer Game Design (1984)The Art of Computer Game Desi…A Generic Integrated and Interactive Framework (GIIF) for Developing Information Literacy Skills in Higher Education (2018)A Generic Integrated and Inte…So What’s the Big Deal With Information Literacy in the United States? (2014)So What’s the Big Deal With I…Learning Through Play, the Old School Way: Teaching Information Ethics to Millennials (2014)Learning Through Play, the Ol…‘Letting them loose!’ A different approach to a biochemistry post‐exam training session (2013)‘Letting them loose!’ A diffe…Reconsidering the Relationship Between Generic and Situated IL Approaches: The Dreyfus Model of Skill Acquisition in Formal Information Literacy Learning Environments, Part I (2012)Reconsidering the Relationshi…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(2013)Digital Natives, Digital Immigrants Part 1 (2001)Student Journey Work: A Review of Academic Library Contributions to Student Transition and Success (2013)The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement (2014)Communities of practice learning, meaning, and identity (1999)Teaching For Quality Learning At University (1999)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Ecology of Games: Connecting Youth, Games and Learning (2009)Why so serious? On the relation of serious games and learning (2010)Game-Based Learning in Science Education: A Review of Relevant Research (2013)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Unit Operations: An Approach to Videogame Criticism (2006)Getting a clue: creating student detectives and dragon slayers in your library (2011)Does Physical Activity Enhance Learning Performance?: Learning Effectiveness of Game-based Experiential Learning for University Library Instruction (2018)Theory and practice of online learning (2004)Reframing Information Literacy as a Metaliteracy (2011)Does Media Literacy Help Identification of Fake News? Information Literacy Helps, but Other Literacies Don’t (2019)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The Oxford Handbook of Culture and Psychology (2012)More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)Computer Games in Education (2018)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2000Information Literacy Competency Standards for Higher Education2,310 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 1984The Art of Computer Game Design919 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 2006Learning in immersive worlds: A review of game-based learning484 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2003A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour58 cited
  • 2011Learning Through Quests and Contests: Games in Information Literacy Instruction55 cited
  • 2005Play to win! Using games in library instruction to enhance student learning54 cited
  • 2006From game studies to bibliographic gaming: Libraries tap into the video game culture30 cited
  • 2008This is jeopardy! An exciting approach to learning in library instruction26 cited
  • 2008The Effectiveness of a Web-based Board Game for Teaching Undergraduate Students Information Literacy Concepts and Skills26 cited
  • 2006How Gaming Could Improve Information Literacy.

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26 cited
  • 2010Gaming in Academic Libraries: Collections, Marketing, and Information Literacy24 cited
  • Cited by

    • 2014Learning Through Play, the Old School Way: Teaching Information Ethics to Millennials8 cited
    • 2012Reconsidering the Relationship Between Generic and Situated IL Approaches: The Dreyfus Model of Skill Acquisition in Formal Information Literacy Learning Environments, Part I7 cited
    • 2013‘Letting them loose!’ A different approach to a biochemistry post‐exam training session2 cited
    • 2014So What’s the Big Deal With Information Literacy in the United States?2 cited
    • 2018A Generic Integrated and Interactive Framework (GIIF) for Developing Information Literacy Skills in Higher Education2 cited