Modifying an information literacy game for outreach events

Author:

Martin Lisa,Martin Will

Abstract

Purpose – The purpose of this paper is to discuss how to use a web-based library game as an outreach tool at events. Games in higher education are a trend that libraries have used for information literacy but less frequently for outreach. Although there are relatively few examples of the use of games in academic library outreach events, games have the potential to be excellent outreach tools by engaging students and presenting them with the opportunity to change their perceptions of the library. Design/methodology/approach – The University of North Dakota (UND) Libraries successfully connected with students at an outreach event by using a modified version of the Information Literacy Game originally developed by the University of North Carolina Greensboro (UNCG). UND Librarians created specific technical modifications and an event workflow, highlighted here, that other academic libraries can adapt for use at outreach events to attract both students who are and those who are not typically users of the library. Findings – The information literacy game, with some specific technical changes, is customizable in relatively inexpensive ways that allow librarians from institutions of all sizes to engage students with a game at outreach events. Originality/value – Games, especially Web-based games, have not previously been used in outreach events. The literature on the use of games in information literacy sessions but outreach is an even more logical fit for gaming. This paper presents a practical, value-oriented method for academic libraries to modify an information literacy game for use in outreach.

Publisher

Emerald

Subject

Library and Information Sciences

Reference27 articles.

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2. Battles, J. (2014), “Beyond the board”, in Kirsch, B. (Ed.), Games in Libraries , McFarland, Jefferson, NC, pp. 187-202.

3. Boulé, M. (2009), “Drawing first-year students: seven inventive programs attract newcomers on campus”, Library Journal , Vol. 134 No. 18, pp. 24-25.

4. Carter, T.M. and Seaman, P. (2011), “The management and support of outreach in academic libraries”, Reference & User Services Quarterly , Vol. 51 No. 2, pp. 163-171.

5. Danforth, L. (2011), “Gamification and libraries”, Library Journal , Vol. 136 No. 3, p. 84.

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