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Creating a Library Orientation Card Game to Reach New Transfer Students
13 references·3 citing·43 second hop
Creating a Library Orientation Card Game to Reach New Transfer Students (2019)Creating a Library Orientation Card Game …Understanding the transfer student experience using design thinking (2017)Understanding the transfer st…Personal librarian program for transfer students: an overview (2017)Personal librarian program fo…Agoge: an information literacy game for transfer students (2017)Agoge: an information literac…A boutique personal librarian program for transfer students (2017)A boutique personal librarian…No Budget, No Experience, No Problem: Creating a Library Orientation Game for Freshman Engineering Majors (2015)No Budget, No Experience, No …Student Engagement in Higher Education (2014)Student Engagement in Higher …Revitalizing Traditional Information Literacy Instruction: Exploring Games in Academic Libraries (2013)Revitalizing Traditional Info…Brawling in the Library: Gaming Programs for Impactful Outreach and Instruction at an Academic Library (2013)Brawling in the Library: Gami…Learning Through Quests and Contests: Games in Information Literacy Instruction (2011)Learning Through Quests and C…Transferring Skills, Transferring Students: A Call To Academic Libraries (2010)Transferring Skills, Transfer…It’s All Fun and Games until Someone Learns Something: Assessing the Learning Outcomes of Two Educational Games (2009)It’s All Fun and Games until …"A Hand Hold for A Little Bit": Factors Facilitating the Success of Community College Transfer Students to a Large Research University (2006)"A Hand Hold for A Little Bit…A Library Instruction Survey for Transfer Students: Implications for Library Services (2004)A Library Instruction Survey …Strategic alliances: The library as a partner for student success (2024)Strategic alliances: The libr…Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches (2023)Playing at the school table: …Increasing student engagement using an Amazing Race–style competition (2021)Increasing student engagement…Information Literacy Competency Standards for Higher Education (2000)Designing and testing a web‐based board game for teaching information literacy skills and concepts (2008)Scientific Habits of Mind in Virtual Worlds (2008)Get in the Game: Developing an Information Literacy Classroom Game (2012)Learning Through Play, the Old School Way: Teaching Information Ethics to Millennials (2014)Knowledge creation and play – a phenomenological approach (2015)Beyond These Walls (2003)Testing Future Teachers: A Quantitative Exploration of Factors Impacting the Information Literacy of Teacher Education Students (2018)Instruction and Outreach for Transfer Students: A Colorado Case Study (2019)Boomers, Gen-Xers, and Millennials: Understanding the "New Students.". (2003)Play to win! Using games in library instruction to enhance student learning (2005)Play On? Comparing Active Learning Techniques for Information Literacy Instruction in the Public Speaking Course (2018)Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)The role of Tanzania library services board in enhancing information literacy skills among the public in Tanzania (2022)A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour (2003)A Theory of Fun for Game Design (2004)Creating an Engaging Library Orientation: First Year Experience Courses at University of California, San Diego (2016)Breaking out to break through: re-imagining first-year orientations (2019)Study room time machine: Creating a virtual library escape game during COVID (2021)Qualitative research and evaluation methods (1980)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Qualitative research and case study applications in education (1998)The Effects of College Counseling Services on Academic Performance and Retention (2009)Understanding the Racial Transfer Gap: Modeling Underrepresented Minority and Nonminority Students’ Pathways from Two-to Four-Year Institutions (2014)The Multiple Dimensions of Transfer: Examining the Transfer Function in American Higher Education (2017)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)Does Physical Activity Enhance Learning Performance?: Learning Effectiveness of Game-based Experiential Learning for University Library Instruction (2018)Academic library use and student retention: A quantitative analysis (2013)Library Use and Undergraduate Student Outcomes: New Evidence for Students’ Retention and Academic Success (2013)“Don’t Make Me Feel Dumb”: Transfer Students, the Library, and Acclimating to a New Campus (2019)Design thinking and methods in library practice and graduate library education (2019)Toward a Critical Turn in Library UX (2022)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Foundations of Game-Based Learning (2015)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)International students and information literacy: a systematic review (2017)A Tangled Web of Terms: The Overlap and Unique Contribution of Involvement, Engagement, and Integration to Understanding College Student Success (2009)Student engagement evidence summary (2010)Black Male Student Success in Higher Education: A Report from the National Black Male College Achievement Study (2012)
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References

  • 2014Student Engagement in Higher Education519 cited
  • 2006"A Hand Hold for A Little Bit": Factors Facilitating the Success of Community College Transfer Students to a Large Research University311 cited
  • 2011Learning Through Quests and Contests: Games in Information Literacy Instruction55 cited
  • 2004A Library Instruction Survey for Transfer Students: Implications for Library Services27 cited
  • 2015No Budget, No Experience, No Problem: Creating a Library Orientation Game for Freshman Engineering Majors27 cited
  • 2017Understanding the transfer student experience using design thinking26 cited
  • 2010Transferring Skills, Transferring Students: A Call To Academic Libraries22 cited
  • 2013Revitalizing Traditional Information Literacy Instruction: Exploring Games in Academic Libraries20 cited
  • 2009It’s All Fun and Games until Someone Learns Something: Assessing the Learning Outcomes of Two Educational Games19 cited
  • 2013Brawling in the Library: Gaming Programs for Impactful Outreach and Instruction at an Academic Library18 cited
  • 2017Agoge: an information literacy game for transfer students13 cited
  • 2017A boutique personal librarian program for transfer students13 cited
  • 2017Personal librarian program for transfer students: an overview12 cited

Cited by

  • 2023Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches

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73 cited
  • 2021Increasing student engagement using an Amazing Race–style competition8 cited
  • 2024Strategic alliances: The library as a partner for student success3 cited