Building an information literacy first‐person shooter

Author:

Clyde Jerremie,Thomas Chris

Abstract

PurposeThe purpose of this paper is to determine the feasibility of modifying a commercial off‐the‐shelf video game that incorporates elements of information literacy.Design/methodology/approachThis paper examines six game design elements of educational video games and discusses the resources required to design and build Benevolent Blue, a “modded” video game.FindingsThis paper provides a discussion of the skills, time and funding required to build a “mod” incorporating information literacy.Research limitations/implicationsAlthough modifying commercial videogames is quite popular, very little discussion or work is written about “modding” and its potential use designing video games for libraries. Further research is required to determine if the knowledge transfer of information literacy skills occurs with players. Additional study could look at incorporating information literacy into video games of different genres and well as the impact that video games have on undergraduate student engagement and satisfaction.Practical implicationsThis paper outlines the resources needed to modify a commercial off‐the‐shelf video game and provides suggestions on how others in libraries might do the same.Originality/valueThis paper looks at serious educational games in a new way – the modification of commercial off the shelf games to develop complete game play experiences that sit outside the classroom and emphasize the importance of play.

Publisher

Emerald

Subject

Library and Information Sciences

Reference38 articles.

1. Becker, K. (2007), “Pedagogy in commercial video games”, in Gibson, D., Aldrich, C. and Prensky, M. (Eds), Games and Simulations in Online Learning: Research and Development Frameworks, Information Science Publishing, Hershey, PA, pp. 21‐47.

2. Bogost, I. (2007), Persuasive Games: The Expressive Power of Videogames, MIT Press, Cambridge, MA.

3. de Frietas, S. (2006), Learning in Immersive Worlds: a Review of Game‐based Learning, available at: www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf (accessed 12 September 2007).

4. Entertainment Software Association (2007), Industry Facts, available at: www.theesa.com/facts/index.asp (accessed 2 June 2008).

5. Francis, R. (2006), Towards a Theory of a Games Based Pedagogy, available at: www.online‐conference.net/jisc/content/Francis%20‐%20games%20based%20pedagogy.pdf (accessed 2 February 2008).

Cited by 13 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. El videojuego como herramienta de alfabetización informacional en estudiantes universitarios;El Profesional de la información;2022-07-11

2. Rhetorical Replay and the Challenge of Gamic History;Emerging Technologies in Virtual Learning Environments;2019

3. Mindfulness and gamification in the higher education classroom: Friends or foes?;Proceedings of the 4th International Conference on Higher Education Advances (HEAd'18);2018-06-20

4. Far from a Trivial Pursuit: Assessing the Effectiveness of Games in Information Literacy Instruction;Evidence Based Library and Information Practice;2015-03-06

5. Rethinking Military Gaming;Games and Culture;2013-02-26

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3