Bibliography of Sources Concerning the Use of Games in Library and Information Literacy Instruction
ACRL Framework for Information Literacy for Higher Education
Libraries in K-12 and higher education are using games and gamification to enhance their traditional library role of supporting faculty teaching and student learning. Specifically academic libraries are finding that using games and gaming is an effective way to introduce and teach research skills normally taught in bibliographic instruction lecture format. Not only is this method more effective overall, but it directly address (and usually solves) the greatest problem facing bibliographic instruction librarians today in the world of internet information overload and social media round the clock access: standing in front of class of students who both crave (and have been conditioned for) interactive learning and suffer from the IAKT syndrome – the I already know this syndrome. It also addresses the concept of student centered learning embodied in its various forms as active learning, game-based learning (GBL), case based learning, problem-based learning, experiential learning, scenario learning, and immersive learning. These pedagogues encourage students to actively participate in their own learning by offering them active, decision making, interactive engagement with their learning environment. This section offers a bibliography of sources for deploying games and gamification to facilitate library instruction and orientation. These sources highlight both digital and analog and include immersive and non-immersive gaming applications.