首页> 外文期刊>Aslib Proceedings >Exercising library and information literacies through alternate reality gaming
【24h】

Exercising library and information literacies through alternate reality gaming

机译:通过替代现实游戏锻炼图书馆和信息素养

获取原文
获取原文并翻译 | 示例
       

摘要

Purpose - Teaching students/library patrons twenty-first century literacies (such as information and library literacies) is important within a library setting. As such, finding an appropriate manner to teach these skills in a practical manner at tertiary level is important. As vehicles for constructivist learning, games provide a unique opportunity to teach these twenty-first century literacies in an engaging, practical, format. The purpose of this paper is to discuss the implementation of an alternate reality game (ARG) to teach these literacies through gameplay. Design/methodology/approach - An ARG was designed and developed where the core gameplay tasks taught and exercised twenty-first century literacies. The game, once completed, was then analysed as a case study to determine the effectiveness of the game-based approach to literacy learning. Findings - Throughout the play of the game, players spent increasingly more time in the library, often using it as a common meeting point during play. Players reported that they learnt or exercised the skills that each game task focussed on, additionally noting that the game-based context made the process of learning and exercising these skills more enjoyable. Originality/value - The findings suggest that the creation of games, whether real world or digital, may be useful in engaging students/patrons with twenty-first century literacies as well as with their local library. The documentation of a successful ARG to teach twenty-first century literacies provides a model for future research to follow when designing engaging library-oriented games.
机译:目的-教学生/图书馆主二十一世纪的文学知识(例如信息和图书馆文学)在图书馆环境中很重要。因此,找到合适的方式来在大专上以实用的方式教授这些技能很重要。作为建构主义学习的工具,游戏提供了独特的机会来以引人入胜,实用的形式教授这些二十世纪文学。本文的目的是讨论替代现实游戏(ARG)的实现,以通过游戏玩法教授这些知识。设计/方法/方法-设计并开发了ARG,用于教授和练习二十一世纪文学作品的核心游戏任务。游戏一旦完成,便会作为案例研究进行分析,以确定基于游戏的扫盲学习方法的有效性。发现-在整个游戏过程中,玩家在图书馆中花费的时间越来越多,通常在游戏过程中将其用作常见的聚会地点。玩家报告说,他们学习或锻炼了每个游戏任务所关注的技能,此外还指出,基于游戏的环境使学习和锻炼这些技能的过程变得更加愉快。原创性/价值-研究结果表明,无论是现实世界还是数字游戏,创造游戏都可能有助于吸引具有二十一世纪文学知识的学生/赞助者及其本地图书馆。成功的ARG教授二十一世纪文学知识的文献为设计引人入胜的面向图书馆的游戏提供了未来研究的模型。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号