Academic Uses of Video Games: A Qualitative Assessment of Research and Teaching Needs at a Large Research University

Fuente: ERIC Institute of Education Sciences
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Bibliographic Details
Main Authors: Farrell, Shannon L., Neeser, Amy E., Bishoff, Carolyn
Format: Recurso educativo Open Access
Language:en
Published: 2017
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author Farrell, Shannon L.
Neeser, Amy E.
Bishoff, Carolyn
author_facet Farrell, Shannon L.
Neeser, Amy E.
Bishoff, Carolyn
Farrell, Shannon L.
Neeser, Amy E.
Bishoff, Carolyn
collection Education Resources Information Center
contents Academic Uses of Video Games: A Qualitative Assessment of Research and Teaching Needs at a Large Research University Farrell, Shannon L. Neeser, Amy E. Bishoff, Carolyn Video Games Educational Games Research Universities Qualitative Research Academic Libraries Needs Assessment Semi Structured Interviews Library Services Information Needs College Faculty Graduate Students School Personnel Academic libraries develop collections and services for scholars who use video games in teaching and research. However, there are no assessments of related information and technology needs. The authors conducted 30 semi-structured interviews to gather data about these needs and understand how the University of Minnesota Libraries can facilitate access to games and technology. A total of 28 interviewees used games in research, and 23 used games in teaching. We identified a variety of information and technology needs; many showed strong disciplinary trends. The findings can inform needs-based multidisciplinary strategies to develop video game services and collections relevant to unique academic communities.
format Recurso educativo Open Access
id eric_EJ1148817
institution ERIC Institute of Education Sciences
language en
publishDate 2017
record_format eric
spellingShingle Academic Uses of Video Games: A Qualitative Assessment of Research and Teaching Needs at a Large Research University
Farrell, Shannon L.
Neeser, Amy E.
Bishoff, Carolyn
Video Games
Educational Games
Research Universities
Qualitative Research
Academic Libraries
Needs Assessment
Semi Structured Interviews
Library Services
Information Needs
College Faculty
Graduate Students
School Personnel
Academic Uses of Video Games: A Qualitative Assessment of Research and Teaching Needs at a Large Research University Farrell, Shannon L. Neeser, Amy E. Bishoff, Carolyn Video Games Educational Games Research Universities Qualitative Research Academic Libraries Needs Assessment Semi Structured Interviews Library Services Information Needs College Faculty Graduate Students School Personnel Academic libraries develop collections and services for scholars who use video games in teaching and research. However, there are no assessments of related information and technology needs. The authors conducted 30 semi-structured interviews to gather data about these needs and understand how the University of Minnesota Libraries can facilitate access to games and technology. A total of 28 interviewees used games in research, and 23 used games in teaching. We identified a variety of information and technology needs; many showed strong disciplinary trends. The findings can inform needs-based multidisciplinary strategies to develop video game services and collections relevant to unique academic communities.
title Academic Uses of Video Games: A Qualitative Assessment of Research and Teaching Needs at a Large Research University
topic Video Games
Educational Games
Research Universities
Qualitative Research
Academic Libraries
Needs Assessment
Semi Structured Interviews
Library Services
Information Needs
College Faculty
Graduate Students
School Personnel
url https://eric.ed.gov/?id=EJ1148817