Designing Online Information Literacy Games Students Want To Play by Karen MarkeyDesigning Online Information Literacy Games Students Want To Play by Karen Markey

Designing Online Information Literacy Games Students Want To Play

byKaren Markey, Chris Leeder, Soo Young Rieh

Paperback | March 12, 2014

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Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You'll learn how the game's design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.
Karen Markey is a professor in the School of Information at the University of Michigan. Chris Leeder is a doctoral candidate in the School of Information at the University of Michigan. Soo Young Rieh is an associate professor in the School of Information at the University of Michigan.
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Title:Designing Online Information Literacy Games Students Want To PlayFormat:PaperbackDimensions:302 pages, 8.89 × 6.04 × 0.87 inPublished:March 12, 2014Publisher:Rowman & Littlefield PublishersLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:0810891425

ISBN - 13:9780810891425

Reviews

Table of Contents

List of FiguresList of Tables PrefaceAcknowledgmentsChapter 1. The Promise of Games for Information Literacy InstructionIntroductionDefinitions of Information LiteracyThe Evolving Concept of Information Literacy Instruction Multiple Approaches to the Information Literacy Concept Methods of Information Literacy InstructionResearch on the Benefits of Information Literacy InstructionBarriers to Information Literacy InstructionGames and Learning The Rise of Games in LibrariesGames for Information Literacy InstructionOnline Information Literacy GamesEvaluating Educational GamesSummaryChapter 2. The Needs Assessment Introduction Formulating the Game's Overarching Learning Objective Asking Eight Questions for the Needs Assessment Understanding Why Students Prefer the Open Web Over the LibraryResearch on How Students Judge the Credibility of Online Information Determining the Right Audience for a Library Research GameSummary Chapter 3. The Design of an Information Literacy Game IntroductionPremises for the Design of Information Literacy GamesPlanning the BiblioBouts Information Literacy GameInvolving Instructors in Game PlayDiscussionSummaryChapter 4. The BiblioBouts Administrator InterfaceIntroductionSuper Administrator FunctionalityGame Administrator FunctionalityDiscussionSummaryChapter 5. The BiblioBouts GameIntroductionThe Structure of the BiblioBouts Game Preparing for Game PlayPlaying the Closer BoutPlaying the Tagging & Rating (T&R) BoutPlaying the Best Bibliography BoutConsulting the Post-Game LibraryUser Support for the BiblioBouts GameEnlisting Library Liaisons Using Email Making Videos Available Giving Super Administrators an Account-Login ToolPublishing FAQsScoring IssuesSummaryChapter 6. The Methods Used to Evaluate BiblioBouts IntroductionResearch Questions Game Diary FormsPre- and Post-Game Questionnaires for StudentsFocus Group Interviews with StudentsFollow-up Interviews with StudentsLogs of Students' Game-Play ActivityInterviews with InstructorsInterviews with Library LiaisonsSummaryChapter 7. Preparing Students to Play BiblioBoutsIntroductionInstructors' Expectations Research Paper AssignmentsIn-Class Preparation The Challenge of Technology Problems DiscussionSummaryChapter 8. How Students Played BiblioBoutsIntroductionOverview of BiblioBouts Games Styles of Game Play Daily Game Play Activity Time Spent Playing the Donor BoutTime Spent Playing the T&R BoutTotal Time Spent Playing BiblioBoutsDiscussionSummaryChapter 9. How Students Evaluated BiblioBouts Sources IntroductionClass Assignments Do Students Submit Relevant Sources to BiblioBouts?Do Students Submit Scholarly Sources to BiblioBouts?Do Students Correctly Identify the Information Formats of BiblioBouts Sources?What Criteria Do Students Use to Assess BiblioBouts Sources? Students' Credibility and Relevance AssessmentsCredibility AssessmentsRelevance AssessmentsWhether Players and Experts Agree on the Credibility of Online SourcesDiscussionSummaryChapter 10. How BiblioBouts Influenced Students' Research Papers IntroductionResearch Questions and MethodsDoes Source Quality Improve at Each Step of the Research Process? Do Players Cite Better Quality Sources than Non-Players?Do Players Cite More Sources Than Non-Players?Do Players Cite BiblioBouts Sources in their Research Papers?DiscussionSummaryChapter 11. How Students Benefited from Playing BiblioBoutsIntroductionImproved Perceptions of their Information Literacy Skills Greater Familiarity with Library Databases Exposure to More and Varied SourcesPractice Evaluating SourcesLearning How to Use the Zotero Citation Management ToolConducting Library Research CollaborativelyPlaying a Game While Conducting Library Research Benefits from the Instructors' Viewpoint Students Who Did Not Benefit from Game PlayDiscussionSummaryChapter 12. Best Practices for Building Information Literacy GamesIntroduction Revisiting the Needs AssessmentGetting Started on Game DesignDeveloping the Scoring System and How to WinImplementing the Game in Course Contexts Managing the Design TeamGame Design ExerciseSummaryChapter 13. Best Practices for Administrator, Instructional, and User-Support ServicesIntroductionDesigning the Super Administrator InterfaceDesigning the Game Administrator InterfaceEstablishing Instructional Support ServicesPutting User Support Services in PlaceDiscussionSummaryChapter 14. The Future of Information Literacy GamesIntroduction The Future of Information Literacy GamesLessons Learned from BiblioBouts Ideas for Future Online Information Literacy GamesConclusionAppendix A. Game Diary Form for StudentsAppendix B. Pre-game Questionnaire for StudentsAppendix C. Post-game Questionnaire for StudentsAppendix D. Focus Group Interview Questions for StudentsAppendix E. Follow-up Interview Questions for StudentsAppendix F. Game LogsAppendix G. Personal Interview Questions for InstructorsAppendix H. Personal Interview Questions for Library LiaisonsBibliography

Editorial Reviews

This is an excellent resource for librarians, teachers, designers, and others interested in creating digital games to teach students how to locate, select, and evaluate high quality information resources for academic use.  The book guides readers from student learning needs assessment through game design and evaluation, using the authors' own information literacy game, BiblioBouts, as a detailed case study and design example.  Of particular interest are the sets of best practices for game design and game support, enabling readers to learn valuable lessons from the authors' own design and testing experiences.