What is it about?
Play, including games, can be an effective way of developing the information skills of students in Higher Education.
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Why is it important?
The article shows that if we see Information Literacy as being contextual, rather than a list of absolute competencies, then play can be a good way to address the more difficuly, higher level, information skills than we can normally directly address in colleges and universities.
Perspectives
Read the Original
This page is a summary of: Playful Information Literacy: Play and information Literacy in Higher Education, Nordic Journal of Information Literacy in Higher Education, December 2015, Universtity of Bergen Library,
DOI: 10.15845/noril.v7i1.223.
You can read the full text:
Resources
Making Games for Libraries
Materials from workshops I run encouraging people (mainly librarians!) to use games in their teaching.
The potential for using gamification in academic libraries in order to increase student engagement and achievement
Another article on a similar theme, but this time covering a specific gamification project.
Contributors
The following have contributed to this page