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Creating an augmented reality orientation using learning and design theories
5 references·4 citing·38 second hop
Creating an augmented reality orientation using learning and design theories (2021)Creating an augmented reality orientation…Predictable Information Literacy Misconceptions of First-Year College Students (2018)Predictable Information Liter…Getting a clue: creating student detectives and dragon slayers in your library (2011)Getting a clue: creating stud…Launching the Library Mystery Tour (2006)Launching the Library Mystery…An instructional design framework for authentic learning environments (2000)An instructional design frame…The development and validation of the Library Anxiety Scale (1992)The development and validatio…Virtual reality as a tool to alleviate library anxiety and promote service knowledge acquisition among visually impaired students (2025)Virtual reality as a tool to …Factors influencing librarian adoptions of ChatGPT technology for entrepreneurial support (2025)Factors influencing librarian…Evaluating metaverse-based library orientation with Roblox for first-year students (2025)Evaluating metaverse-based li…Designing and engaging students in library tours using mixed reality: a study on library anxiety, knowledge acquisition, and student engagement (2025)Designing and engaging studen…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Mind in Society: The Development of Higher Psychological Processes (1978)Qualitative Data Analysis: An Expanded Sourcebook (1994)A five-dimensional framework for authentic assessment (2004)Meaningful interaction in web-based learning: A social constructivist interpretation (2007)Conducting Educational Design Research (2018)The library and first‐year experience courses: a nationwide study (2002)The 'Blood on the Stacks' ARG: Immersive Marketing Meets Library New Student Orientation (2008)Introducing first-year and transfer students to a college library with a historical mystery from the special collections (2019)Scavenging for evidence: A systematic review of scavenger hunts in academic libraries (2021)Critical Information Literacy: Implications for Instructional Practice (2006)Undergraduate Perceptions of Information Literacy: Defining, Attaining, and Self-Assessing Skills (2009)Framework for Information Literacy for Higher Education (2014)Architects, Renovators, Builders, and Fragmenters: A Model for First Year Students' Self-perceptions and Perceptions of Information Literacy (2018)Examining authority and reclaiming expertise (2019)Information literacy and recent graduates: Motivation, self-efficacy, and perception of credit-based information literacy courses (2023)Games, Motivation, and Learning: A Research and Practice Model (2002)A Library Adventure: Comparing a Treasure Hunt with a Traditional Freshman Orientation Tour (2003)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)Information Systems Success: The Quest for the Dependent Variable (1992)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Library Anxiety: A Grounded Theory and Its Development (2015)Exploring library anxiety among non-English-speaking postgraduate students (2025)Understanding Library Anxiety: Examining its Relationship with Academic Performance and Library Resource Engagement Among Indian University Students (2025)Library Anxiety: A Grounded Theory and Its Development (1986)Antecedents of Library Anxiety (1997)Explanatory Sequential Mixed Method Design as the Third Research Community of Knowledge Claim (2016)Cognitive Load During Problem Solving: Effects on Learning (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)I’ll Go to the Library Later: The Relationship between Academic Procrastination and Library Anxiety (2000)Enhancing the Interpretation of Significant Findings: The Role of Mixed Methods Research (2015)
this work references cited by second hop

References

  • 2000An instructional design framework for authentic learning environments1,418 cited
  • 1992The development and validation of the Library Anxiety Scale168 cited
  • 2011Getting a clue: creating student detectives and dragon slayers in your library49 cited
  • 2018Predictable Information Literacy Misconceptions of First-Year College Students38 cited
  • 2006Launching the Library Mystery Tour17 cited

Cited by

  • 2025Factors influencing librarian adoptions of ChatGPT technology for entrepreneurial support9 cited
  • 2025Designing and engaging students in library tours using mixed reality: a study on library anxiety, knowledge acquisition, and student engagement6 cited
  • 2025Virtual reality as a tool to alleviate library anxiety and promote service knowledge acquisition among visually impaired students3 cited
  • 2025Evaluating metaverse-based library orientation with Roblox for first-year students1 cited

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