Fr. 140.00

Designing Online Information Literacy Games Students Want to Play

Inglese · Tascabile

Spedizione di solito entro 1 a 3 settimane (non disponibile a breve termine)

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Informationen zum Autor Karen Markey is a professor emerita in the School of Information at the University of Michigan. Her experience with online searching began with the earliest commercial systems, Dialog, Orbit, and BRS; the first end-user systems, CD-ROMs and online catalogs; and now centers on today’s web search engines and proprietary search systems for accessing surrogate and source databases of full texts, media, and numeric and spatial data. Since joining the faculty at Michigan in 1987, she has taught online searching to thousands of students in her school’s library and information science program. Klappentext 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. 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. Inhaltsverzeichnis List of Figures List of Tables Preface Acknowledgments Chapter 1. The Promise of Games for Information Literacy Instruction Introduction Definitions of Information Literacy The Evolving Concept of Information Literacy Instruction Multiple Approaches to the Information Literacy Concept Methods of Information Literacy Instruction Research on the Benefits of Information Literacy Instruction Barriers to Information Literacy Instruction Games and Learning The Rise of Games in Libraries Games for Information Literacy Instruction Online Information Literacy Games Evaluating Educational Games Summary Chapter 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 Library Research on How Students Judge the Credibility of Online Information Determining the Right Audience for a Library Research Game Summary Chapter 3. The Design of an Information Literacy Game Introduction Premises for the Design of Information Literacy Games Planning the BiblioBouts Information Literacy Game Involving Instructors in Game Play Discussion Summary Chapter 4. The BiblioBouts Administrator Interface Introduction Super Administrator Functionality Game Administrator Functionality Discussion Summary Chapter 5. The BiblioBouts Game Introduction The Structure of the BiblioBouts Game Preparing for Game Play Playing the Closer Bout Playing the Tagging & Rating (T&R) Bout Playing the Best Bibliography Bout Consulting the Post-Game Library User Support for the BiblioBouts Game Enlisting Library Liaisons Using Email Making Videos Available Giving Super Administrators an Account-Login Tool Publishing FAQs Scoring Issues Summary Chapter 6. The Methods Used to Evaluate BiblioBouts Introduction Research Questions Game Diary Forms Pre- and Post-Game Questionnaires for Students Focus Group Interviews with Students Follow-up Interviews with Students Logs of Students' Game-Play Activity Interviews with Instructors Interviews with Library Liaisons Summary Chapter 7. Preparing Students to Play BiblioBouts Introduction Instructors' Expectations Research Paper Assignments In-Class Preparation The Challenge of Technology Problems Discussion Summary Chapter 8. How Students Played BiblioBouts Introduction Overview of BiblioBouts Games Styles of Game Play Daily Game Play Activity Time Spent Playing the Donor Bout Time Spent Playing the T&R Bout Total Time Spent Playing BiblioBouts Discussion Summary Chapter 9. How Students Eval...

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