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Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Summer 2017
8 references·0 citing·36 second hop
Summer 2017 (2017)Summer 2017ECAR Study of Undergraduate Students and Information Technology, 2014 (2014)ECAR Study of Undergraduate S…Revitalizing Traditional Information Literacy Instruction: Exploring Games in Academic Libraries (2013)Revitalizing Traditional Info…Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries (2013)Playing in the Past: A Histor…Library Spaces for Urban, Diverse Commuter Students: A Participatory Action Research Project (2012)Library Spaces for Urban, Div…Games and Activities: An Alternative Foundation for Library Instructional Learning (2012)Games and Activities: An Alte…Learning Through Quests and Contests: Games in Information Literacy Instruction (2011)Learning Through Quests and C…The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)The ECAR Study of Undergradua…Play to win! Using games in library instruction to enhance student learning (2005)Play to win! Using games in l…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)Boomers, Gen-Xers, and Millennials: Understanding the "New Students.". (2003)Play On? Comparing Active Learning Techniques for Information Literacy Instruction in the Public Speaking Course (2018)Creating a Library Orientation Card Game to Reach New Transfer Students (2019)Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)Handbook of action research : participative inquiry and practice (2001)The Sage handbook of action research : participative inquiry and practice (2008)A comparative study of two design charrettes: implications for codesign and participatory action research (2014)User preferences and library space at Whitworth University Library (2015)A fundamental rethink of practice learning in social work education (2016)Teaching Tips: Strategies, Research, and Theory for College and University Teachers (1994)Games, Motivation, and Learning: A Research and Practice Model (2002)McKeachie's Teaching Tips: Strategies, Research, and Theory for College and University Teachers (2010)Getting a clue: creating student detectives and dragon slayers in your library (2011)Gameful design in the automotive domain (2013)Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning (2016)Educating the Net Generation (2005)Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Engaging online learners: The impact of Web-based learning technology on college student engagement (2009)Beyond the ‘digital natives’ debate: Towards a more nuanced understanding of students' technology experiences (2010)Influence of personality on travel-related consumer-generated media creation (2010)Diffusion of Innovations 1 (2019)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)Hack Your Library: Engage Students in Information Literacy through a Technology-themed Competition (2020)Project Shhh! A Library Design Contest for Engineering Students (2020)To excel or not to excel: Strong evidence on the adverse effect of smartphone addiction on academic performance (2016)Blended learning: Deficits and prospects in higher education (2017)Examination of factors influencing the use of mobile learning system: An empirical study (2018)
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References

  • 2007The ECAR Study of Undergraduate Students and Information Technology, 2007986 cited
  • 2014ECAR Study of Undergraduate Students and Information Technology, 2014423 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
  • 2005Play to win! Using games in library instruction to enhance student learning54 cited
  • 2012Library Spaces for Urban, Diverse Commuter Students: A Participatory Action Research Project33 cited
  • 2013Revitalizing Traditional Information Literacy Instruction: Exploring Games in Academic Libraries20 cited
  • 2012Games and Activities: An Alternative Foundation for Library Instructional Learning11 cited

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