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In the Library with the Lead Pipe

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Information literacy -- Study and teaching (Higher), Information services -- User education, Competency-based education -- Curricula, Instructional systems -- Design


Based on evidence that games might help students get more engaged in my online class, I decided to overcome my skepticism and road-test two information literacy games. First I tried BiblioBouts, which uses the online citation management tool Zotero to integrate gaming into a research paper assignment that is already part of the course syllabus. Students have to set up Zotero accounts and log into the game’s online platform to play and see their scoreboard; the technology requirements were too much for my class and the experiment didn’t feel successful. The following year I tried a comparatively low-tech game that students probably experienced as a regular assignment with a dash of competition thrown in. Whether or not this activity is a real game, I have continued to use it because it encourages students to practice expert researcher skills. After reconsidering my assumptions about games in an environment where serious learning takes place, I still have questions about using them for information literacy instruction.


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