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A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour
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A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour (2003)A Library Adventure: Comparing a Treasure…The effect of virtual reality on knowledge acquisition and situational interest regarding library orientation in the time of Covid-19 (2023)The effect of virtual reality…Effects of an Augmented Reality Library Orientation on Anxiety and Self-Efficacy: An Exploratory Study (2021)Effects of an Augmented Reali…Applying Gamification to the Library Orientation (2020)Applying Gamification to the …Breaking out to break through: re-imagining first-year orientations (2019)Breaking out to break through…Does Physical Activity Enhance Learning Performance?: Learning Effectiveness of Game-based Experiential Learning for University Library Instruction (2018)Does Physical Activity Enhanc…ROLE OF LIBRARIANS IN TEACHING INFORMATION LITERACY IN ZIMBABWEAN AND SOUTH AFRICAN UNIVERSITIES: A COMPARATIVE STUDY (2016)ROLE OF LIBRARIANS IN TEACHIN…Creating an Engaging Library Orientation: First Year Experience Courses at University of California, San Diego (2016)Creating an Engaging Library …The Amazing Library Race: (2015)The Amazing Library Race:No Budget, No Experience, No Problem: Creating a Library Orientation Game for Freshman Engineering Majors (2015)No Budget, No Experience, No …Get in the Game: Developing an Information Literacy Classroom Game (2012)Get in the Game: Developing a…Learning Through Quests and Contests: Games in Information Literacy Instruction (2011)Learning Through Quests and C…Inside the iPod, outside the classroom (2011)Inside the iPod, outside the …Getting a clue: creating student detectives and dragon slayers in your library (2011)Getting a clue: creating stud…The 'Blood on the Stacks' ARG: Immersive Marketing Meets Library New Student Orientation (2008)The 'Blood on the Stacks' ARG…Scavenger Hunt Assignments in Academic Libraries (2007)Scavenger Hunt Assignments in…Library instruction and information literacy – 2003 (2004)Library instruction and infor…Research in the Teaching of English (1971)The Role of the Academic Library in Promoting Student Engagement in Learning (2003)Librarians and breaking barriers to information literacy (2005)Understanding and practice of information literacy in Australian government libraries (2008)Conceptions and practice of information literacy in academic libraries (2010)Professional School Counseling (2012)Information Literacy Competency Standards for Higher Education (2000)A Theory of Fun for Game Design (2004)Librarians don't bite: assessing library orientation for freshmen (2004)Study room time machine: Creating a virtual library escape game during COVID (2021)Digital Natives, Digital Immigrants Part 1 (2001)What Video Games Have to Teach Us about Learning and Literacy (2004)Video Games and the Future of Learning (2005)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)Taxonomy of Educational Objectives: The Classification of Educational Goals. 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(2001)Navigating change: a typology of student transition in higher education (2012)A review on use of escape rooms in education – touching the void (2020)Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students (2021)A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial (2022)Practical Significance: A Concept Whose Time Has Come (1996)Encyclopedia of Evaluation (2005)Designing and Conducting Mixed Methods Research (2007)Scavenging for evidence: A systematic review of scavenger hunts in academic libraries (2021)Student experience in academic libraries: analysis of intellectual structure and opportunities for future research (2024)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Confronting library anxiety (2022)Assisting Hearing and Physically Impaired Students in Navigating Immersive Virtual Reality for Library Orientation (2024)Two new Later Stone Age sites from the Final Pleistocene in the Falémé Valley, eastern Senegal (2024)Games, Motivation, and Learning: A Research and Practice Model (2002)Play to win! Using games in library instruction to enhance student learning (2005)An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning (2017)What is Gamification in Learning and Education? (2017)Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences (2021)Situational Interest: A Review of the Literature and Directions for Future Research (2001)Situational interest, computer self‐efficacy and self‐regulation: Their impact on student engagement in distance education (2011)What drives the continuance intention of “Study with Me” virtual learning commons? A perspective from ECM-ISC (2024)
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  • 2011Learning Through Quests and Contests: Games in Information Literacy Instruction55 cited
  • 2011Getting a clue: creating student detectives and dragon slayers in your library49 cited
  • 2018Does Physical Activity Enhance Learning Performance?: Learning Effectiveness of Game-based Experiential Learning for University Library Instruction30 cited
  • 2015No Budget, No Experience, No Problem: Creating a Library Orientation Game for Freshman Engineering Majors27 cited
  • 2023The effect of virtual reality on knowledge acquisition and situational interest regarding library orientation in the time of Covid-1927 cited
  • 2020Applying Gamification to the Library Orientation26 cited
  • 2021Effects of an Augmented Reality Library Orientation on Anxiety and Self-Efficacy: An Exploratory Study26 cited
  • 2019Breaking out to break through: re-imagining first-year orientations23 cited
  • 2004Library instruction and information literacy – 200323 cited
  • 2016Creating an Engaging Library Orientation: First Year Experience Courses at University of California, San Diego19 cited
  • 2015The Amazing Library Race:18 cited
  • 2007Scavenger Hunt Assignments in Academic Libraries18 cited
  • 2011Inside the iPod, outside the classroom17 cited
  • 2012

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Get in the Game: Developing an Information Literacy Classroom Game
15 cited
  • 2016ROLE OF LIBRARIANS IN TEACHING INFORMATION LITERACY IN ZIMBABWEAN AND SOUTH AFRICAN UNIVERSITIES: A COMPARATIVE STUDY14 cited
  • 2008The 'Blood on the Stacks' ARG: Immersive Marketing Meets Library New Student Orientation13 cited