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Gaming in Academic Libraries: Collections, Marketing, and Information Literacy
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Gaming in Academic Libraries: Collections, Marketing, and Information Literacy (2010)Gaming in Academic Libraries: Collections…Gamification for Digital Humanities in Libraries (2023)Gamification for Digital Huma…Scavenging for evidence: A systematic review of scavenger hunts in academic libraries (2021)Scavenging for evidence: A sy…Quelling the Boredom with Alternative Instruction: Augmented Reality, Escape Kits, and Scavenger Hunts (2021)Quelling the Boredom with Alt…Gamification of the library space in foreign countries (2017)Gamification of the library s…Learning at the Reference Desk: A Pilot Project to Align Reference Transactions with University Learning Outcomes (2016)Learning at the Reference Des…Heuristic Evaluation of an Information Literacy Game (2016)Heuristic Evaluation of an In…Evaluation of affective embodied agents in an information literacy game (2016)Evaluation of affective embod…The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement (2014)The Potential for Using Gamif…Everyone Likes a Challenge: Getting Students' Attention with Interactive Games and Authentic Assignments (2013)Everyone Likes a Challenge: G…Brawling in the Library: Gaming Programs for Impactful Outreach and Instruction at an Academic Library (2013)Brawling in the Library: Gami…Get in the Game: Developing an Information Literacy Classroom Game (2012)Get in the Game: Developing a…Information Literacy: 21st Century Library Research Methods for African Studies (2011)Information Literacy: 21st Ce…Information Literacy Competency Standards for Higher Education (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)Video Games and the Future of Learning (2005)Reconsidering the Relationship Between Generic and Situated IL Approaches: The Dreyfus Model of Skill Acquisition in Formal Information Literacy Learning Environments, Part I (2012)Learning Through Play, the Old School Way: Teaching Information Ethics to Millennials (2014)The Impact of Englishgame-Based Mobile Application on Students’ Reading Achievement and Learning Motivation (2020)Active learning : creating excitement in the classroom (1991)Active Learning and Library Instruction. (2001)Student perceptions of information literacy instruction: The importance of active learning (2012)Chronicle of Higher Education (1998)Teens, video games and civics (2008)Learning Through Quests and Contests: Games in Information Literacy Instruction (2011)Outreach, Collaboration, Collegiality: Evolving Approaches to Library Video Game Services (2015)SPEC Kit 361: Outreach and Engagement (2018)Creating a Library Orientation Card Game to Reach New Transfer Students (2019)Homo Ludens: A Study of the Play-Element in Culture. (1951)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Coefficient Alpha and the Internal Structure of Tests (1951)User Acceptance of Information Technology: Toward A Unified View1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Enjoyment or involvement? Affective-motivational mediation during learning from a complex computerized simulation (2017)The effects of affective pedagogical agent in multimedia learning environments: A meta-analysis (2022)The Impact of Emotional Feedback and Elaborated Feedback of a Pedagogical Agent on Multimedia Learning (2022)What video games have to teach us about learning and literacy (2003)Getting a clue: creating student detectives and dragon slayers in your library (2011)Outcomes assessment: not synonymous with inputs and outputs (2002)Teaching at the Desk: Toward a Reference Pedagogy (2002)The value of academic Libraries: A comprehensive research review and report (2010)The impact of librarian-student contact on students’ information literacy competence in small colleges and universities (2020)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Framework for Information Literacy for Higher Education (2014)Gamified learning in higher education: A systematic review of the literature (2018)Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning (2024)Designing effective library treasure hunts: Theory, practice, and framework alignment (2025)A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour (2003)Librarians don't bite: assessing library orientation for freshmen (2004)Play where you are (2022)The Power of Solidarity: The Effects of Professor–Librarian Collaboration on Students’ Self-Awareness of Skill Acquisition (2024)Playing video games: learning and information literacy (2011)What digital games and literacy have in common: a heuristic for understanding pupils' gaming literacy (2012)
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Cited by

  • 2016Evaluation of affective embodied agents in an information literacy game73 cited
  • 2014The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement50 cited
  • 2013Brawling in the Library: Gaming Programs for Impactful Outreach and Instruction at an Academic Library18 cited
  • 2012Get in the Game: Developing an Information Literacy Classroom Game15 cited
  • 2021Scavenging for evidence: A systematic review of scavenger hunts in academic libraries9 cited
  • 2023Gamification for Digital Humanities in Libraries8 cited
  • 2021Quelling the Boredom with Alternative Instruction: Augmented Reality, Escape Kits, and Scavenger Hunts4 cited
  • 2016Learning at the Reference Desk: A Pilot Project to Align Reference Transactions with University Learning Outcomes4 cited
  • 2016Heuristic Evaluation of an Information Literacy Game3 cited
  • 2013Everyone Likes a Challenge: Getting Students' Attention with Interactive Games and Authentic Assignments2 cited
  • 2017Gamification of the library space in foreign countries2 cited
  • 2011Information Literacy: 21st Century Library Research Methods for African Studies1 cited

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