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Playing in Limbo
11 references·1 citing·49 second hop
Playing in Limbo (2022)Playing in LimboPlayful learning for information literacy development (2020)Playful learning for informat…Applying Gamification to the Library Orientation (2020)Applying Gamification to the …Playful learning: tools, techniques, and tactics (2018)Playful learning: tools, tech…Library Lights Out (2016)Library Lights OutLibrary Anxiety: A Grounded Theory and Its Development (2015)Library Anxiety: A Grounded T…Adult play-learning: Observing informal family education at a science museum (2014)Adult play-learning: Observin…Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries (2013)Playing in the Past: A Histor…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…Library Anxiety: A Grounded Theory and Its Development (1986)Library Anxiety: A Grounded T…The Idea of a Writing Center (1984)The Idea of a Writing CenterMaking the Case for Play in Academic Libraries (2026)Making the Case for Play in A…Extrinsic Rewards and Intrinsic Motivation in Education: Reconsidered Once Again (2001)Collections Redux: The Public Library as a Place of Community Borrowing (2015)Teaching History With Custom-Built Board Games (2018)Power Up: Games and Gaming in Library and Information Science Curricula in the United States (2020)Chronicle of Higher Education (1998)Teens, video games and civics (2008)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)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)A Cognitive Process Theory of Writing (1981)Desperately seeking citations: Uncovering faculty assumptions about the undergraduate research process (1996)Writing a research proposal: The role of library anxiety, statistics anxiety, and composition anxiety (1997)Attaining information literacy: An investigation of the relationship between skill level, self-estimates of skill, and library anxiety (2007)The Discovery of Grounded Theory (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)A Handbook of Child Psychology (1932)Designing qualitative research (1989)Social Foundations of Thought and Action (2002)The Family-Friendly Museum: Museums through the eyes of families (2021)Why Play in Museums? A Review of the Outcomes of Playful Museum Initiatives (2024)Science learning theories in informal settings: a conceptual review (2026)Homo Ludens: A Study of the Play-Element in Culture. (1951)Handbook of Theory and Research for the Sociology of Education. (1987)Rules of Play: Game Design Fundamentals (2003)Fun and games in higher education: an analysis of UK student perspectives (2018)A review on use of escape rooms in education – touching the void (2020)Escape rooms as tools for climate change education: an exploration of initiatives (2020)The Grasshopper: Games, Life and Utopia (1978)Learning by doing : a guide to teaching and learning methods (1998)Play, Dreams And Imitation In Childhood (2013)Playing with Copyright (2022)Collaborative mind mapping in RICOSRE learning model to improve students’ information literacy (2023)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)Study room time machine: Creating a virtual library escape game during COVID (2021)Student experience in academic libraries: analysis of intellectual structure and opportunities for future research (2024)Teaching the Universe of Discourse (1970)The Cultural Experience: Ethnography in Complex Society (1988)Tutoring and revision: Second language writers in the writing center (2004)Re-mediating Literacy: Culture, Difference, and Learning for Students From Nondominant Communities (2009)Naming what we know: threshold concepts of writing studies (2015)
this work references cited by second hop

References

  • 1986Library Anxiety: A Grounded Theory and Its Development502 cited
  • 2015Library Anxiety: A Grounded Theory and Its Development466 cited
  • 1984The Idea of a Writing Center459 cited
  • 2018Playful learning: tools, techniques, and tactics215 cited
  • 2011Learning Through Quests and Contests: Games in Information Literacy Instruction55 cited
  • 2013Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries54 cited
  • 2020Applying Gamification to the Library Orientation26 cited
  • 2014Adult play-learning: Observing informal family education at a science museum23 cited
  • 2013Brawling in the Library: Gaming Programs for Impactful Outreach and Instruction at an Academic Library18 cited
  • 2020Playful learning for information literacy development13 cited
  • 2016Library Lights Out7 cited

Cited by

  • 2026Making the Case for Play in Academic Libraries1 cited

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