Friday 13th November, 2015
3:30pm to 4:15pm
Collectively, the world’s population spends about 3 billion hours a week playing video games. To reach young game-playing audiences, educators, including library instructors, are embracing gamification – the use of game design elements in non-game contexts – to engage and motivate students the same way that games do. In looking at the collective wisdom on what makes a good game, and providing concrete examples of library gamification projects, this presentation will discuss best practices for creating virtual and virtual-reality hybrid games for bibliographic instruction. With an emphasis on making library instruction more “gameful” to foster positive user experiences, we gain insights from research on gamification practices that can be applied to creating custom library games.
Systems Librarian for the Kennesaw State University Library System
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