Rethinking the Library Game: Creating an Alternate Reality with Social Media

Fuente: ERIC Institute of Education Sciences
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Auteurs principaux: Battles, Jason, Glenn, Valerie, Shedd, Lindley
Format: Recurso educativo Open Access
Langue:en
Publié: 2011
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author Battles, Jason
Glenn, Valerie
Shedd, Lindley
author_facet Battles, Jason
Glenn, Valerie
Shedd, Lindley
Battles, Jason
Glenn, Valerie
Shedd, Lindley
collection Education Resources Information Center
contents Rethinking the Library Game: Creating an Alternate Reality with Social Media Battles, Jason Glenn, Valerie Shedd, Lindley Undergraduate Students Research Tools Research Libraries Information Literacy Internet Librarians Social Networks Literacy Education Higher Education Web Sites Library Instruction Academic Libraries Video Games In recent years, libraries have made efforts to create games, often for the purpose of information literacy instruction. Games can provide an interactive alternative to traditional instruction by introducing research tools and resources while also teaching problem solving skills within a collaborative learning environment. Despite the benefits, the limited resources of most libraries make it difficult to build games that appeal to a generation of students accustomed to games like World of Warcraft. It is a challenge to find a balance between the right format and the available skills and assets. The desire to create an engaging game within the confines of existing resources led the University of Alabama Libraries to create the Web-based alternate reality game Project Velius. Serving the research needs of faculty and more than 30,000 students, the University Libraries are a vital part of Alabama's oldest public university. University of Alabama librarians leveraged popular social media sites and applications, including Facebook and YouTube, along with the story-driven alternate reality game format, to build a game that would engage undergraduate students. The game's two main goals were to provide informal information literacy instruction and highlight important library resources, balanced with the desire to provide a fun and interesting game experience. In the creation and execution of Project Velius, the librarians-turned-game developers learned much about this new medium, including the complexity of writing a compelling story, the importance of precisely tracking player progress, and the need for an easily re-playable game. Looking forward, the successes and shortcomings of this initial project will guide the plans and, through this article, hopefully help colleagues understand some of the challenges and rewards. (Contains 4 figures.)
format Recurso educativo Open Access
id eric_EJ928055
institution ERIC Institute of Education Sciences
language en
publishDate 2011
record_format eric
spellingShingle Rethinking the Library Game: Creating an Alternate Reality with Social Media
Battles, Jason
Glenn, Valerie
Shedd, Lindley
Undergraduate Students
Research Tools
Research Libraries
Information Literacy
Internet
Librarians
Social Networks
Literacy Education
Higher Education
Web Sites
Library Instruction
Academic Libraries
Video Games
Rethinking the Library Game: Creating an Alternate Reality with Social Media Battles, Jason Glenn, Valerie Shedd, Lindley Undergraduate Students Research Tools Research Libraries Information Literacy Internet Librarians Social Networks Literacy Education Higher Education Web Sites Library Instruction Academic Libraries Video Games In recent years, libraries have made efforts to create games, often for the purpose of information literacy instruction. Games can provide an interactive alternative to traditional instruction by introducing research tools and resources while also teaching problem solving skills within a collaborative learning environment. Despite the benefits, the limited resources of most libraries make it difficult to build games that appeal to a generation of students accustomed to games like World of Warcraft. It is a challenge to find a balance between the right format and the available skills and assets. The desire to create an engaging game within the confines of existing resources led the University of Alabama Libraries to create the Web-based alternate reality game Project Velius. Serving the research needs of faculty and more than 30,000 students, the University Libraries are a vital part of Alabama's oldest public university. University of Alabama librarians leveraged popular social media sites and applications, including Facebook and YouTube, along with the story-driven alternate reality game format, to build a game that would engage undergraduate students. The game's two main goals were to provide informal information literacy instruction and highlight important library resources, balanced with the desire to provide a fun and interesting game experience. In the creation and execution of Project Velius, the librarians-turned-game developers learned much about this new medium, including the complexity of writing a compelling story, the importance of precisely tracking player progress, and the need for an easily re-playable game. Looking forward, the successes and shortcomings of this initial project will guide the plans and, through this article, hopefully help colleagues understand some of the challenges and rewards. (Contains 4 figures.)
title Rethinking the Library Game: Creating an Alternate Reality with Social Media
topic Undergraduate Students
Research Tools
Research Libraries
Information Literacy
Internet
Librarians
Social Networks
Literacy Education
Higher Education
Web Sites
Library Instruction
Academic Libraries
Video Games
url https://eric.ed.gov/?id=EJ928055