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Designing and testing a web-based board game for teaching information literacy skills and concepts

机译:设计和测试基于网络的棋盘游戏,以教授信息素养技能和概念

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Purpose - This paper seeks to focus on the design and testing of a web-based online board game for teaching undergraduate students information literacy skills and concepts. Design/methodology/approach - Project team members with expertise in game play, creative writing, programming, library research, graphic design and information seeking developed a web-based board game in which students used digital library resources to answer substantive questions on a scholarly topic. The project team hosted game play in a class of 75 undergraduate students. The instructor offered an extra-credit incentive to boost participation resulting in 49 students on 13 teams playing the game. Post-game focus group interviews revealed problematic features and redesign priorities. Findings - A total of six teams were successful meeting the criteria for the instructor's grade incentive achieving a 53.1 percent accuracy rate on their answers to substantive questions about the black death; 35.7 percent was the accuracy rate for the seven unsuccessful teams. Discussed in detail are needed improvements to problematic game features such as offline tasks, feedback, challenge functionality, and the game's black death theme. Originality/value - Information literacy games test what players already know. Because this project's successful teams answered substantive questions about the black death at accuracy rates 20 points higher than the estimated probability of guessing, students did the research during game play which demonstrates that games have merit for teaching students information literacy skills and concepts.
机译:目的-本文旨在着重于设计和测试基于网络的在线棋盘游戏,以教授大学生的信息素养技能和概念。设计/方法/方法-在游戏,创意写作,程序设计,图书馆研究,图形设计和信息搜寻方面具有专长的项目团队成员开发了基于网络的棋盘游戏,学生使用数字图书馆资源回答有关学术主题的实质性问题。项目团队在75名本科生的课堂上主持了游戏。讲师提供了额外的学分奖励来提高参与度,使13个团队的49名学生参加了比赛。赛后焦点小组访谈揭示了有问题的功能和重新设计的重点。调查结果-共有六支团队成功地满足了教师等级奖励的标准,回答有关黑死病的实质性问题的准确率达到53.1%; 7个失败的团队的准确率为35.7%。详细讨论了对有问题的游戏功能(如脱机任务,反馈,挑战功能和游戏的黑死病主题)的改进。原创性/价值-信息素养游戏测试玩家已经知道的内容。由于该项目的成功团队以比估计的猜测概率高20点的准确率回答了有关黑死病的实质性问题,因此学生在游戏过程中进行了研究,这表明游戏对于教育学生信息素养技能和概念很有用。

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