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LOEX 2018: Games

New Frontiers: Exploring and Innovating in Uncharted Territory

Search & Destroy

Search&Destroy: A New Game for Database Instruction and a New Model for Information Literacy Game Design

Mari Kermit-Canfield (Creative Learning Librarian and Coordinator of Research Services) and Gary Maixner (Emerging Technologies Librarian) @ Ferris State University

Librarians from a small Midwestern university bring you Search&Destroy! The multiplayer competitive card game that leads students through the process of building search strings and running database searches – all while trying to remain the last student standing. Card design, artwork, and gameplay mechanics were developed in-library and the game is now being played in classes internationally! Attendees will be introduced to game design concepts and how they support instructional design. Join us to play Search&Destroy against your peers and gloriously beat them to remain the last librarian standing, then go home to develop your own killer information literacy game!

Diane's Notes: (the PPT slides have everything)

Games help with repetition and learning improvement -- the element of 'challenge' helps

Flow Theory

instructor led games vs student led games

Game Design:

  • create experience (SLO)
  • player agency - player choices
  • win / lose conditions
  • randomized elements
  • rules/mechanics

Learning Outcomes for Search & Destroy on slides

In post play discussion, students talk about Boolean, faceting, longer searches vs short searches

Search & Destroy takes about 40 min to play, with 4 students per game group (we would need to purchase 3 more games at $21 each)

They are coming out with new game soon: Trust Issues - "The multi-player card game of scholarly tall-tales, fake experts and real absurdities."

 

Unlocking Student Engagement

Unlocking Student Engagement: Success and Failure in Redesigning a First-Year Library Orientation

Katie Strand (Library Teaching Assistant), Pamela Martin (Coordinator of Peer Learning & Outreach) and Teagan Eastman (Online Learning Librarian) @ Utah State University 

Are you struggling to find the balance between an informative and entertaining library orientation program? This interactive presentation will explore how librarians overcame numerous challenges to develop an engaging, scalable first-year library orientation session. During the orientation, students use the library’s virtual and physical spaces to solve clues and reveal a four-digit lockbox combination. Presenters will share strategies for adopting a similar session and lead attendees in a simulation of the lockbox activity. 

Diane's Notes:

They created a Lock Box activity for Freshman Orientation -- 2,000+ students (multiple sessions)

Gamification without incentive is bad / Need real learning objectives

Students solve clues in groups to get the lock combination to unlock the box and receive a prize (candy in box)

4 digit lock on each box = 4 clues

They bought 9 boxes and 9 locks (to handle multiple sessions)

What do you want students to know? Turn that into clues

Test! and revise. Test again!!!! Think through logistics carefully and TEST!

Train ALL staff involved (librarians, circ staff, student workers, anyone who
may have contact with a game player)

Classes come in with their writing instructor. Students receive brief
orientation in library classroom while instructor takes box to a specific
location in library. Last clues leads students to their instructor who has
the box they need to open.

SUCCESS THROUGH FAILURE -- a few weeks before the start of fall
semester, the library shifted the stacks!! Orientation planners did not know about this! Had to scrap plan and start over. But it did work out OK!!

Beyond Reinventing the Library Scavenger Hunt

Beyond Reinventing the Library Scavenger Hunt: Teaching Library Literacy to First-Year Experience Students Using an Escape Room

Jennifer L. Pate (Scholarly Communication and Instruction Librarian) and Derek Malone (Instructional Services & Interlibrary Loan, Scanning & Delivery Librarian) @ University of North Alabama

Librarians are always looking for inventive ways to engage first year students in Library Orientation programs. In 2017, ACRL released the First Year Experience Cookbook, showcasing how we are looking for new ways to promote active learning of online and physical resources and to help students understand the important role the library plays in their college education.

As early adopters of the Escape Room program, the presenters in this workshop have had a chance to use, assess, and improve the program they are using with their FYE students. In this interactive workshop, the presenters will teach you how to develop an Escape Room game for your library orientation programs, how to assess the effectiveness of your game, and how to continually improve and update it up to keep it fresh for you and the students. They will be bringing their kits and a will have a special LOEX-themed game to give you a chance to “break out” of the traditional and into the innovative world of team-based strategy that has shown to be exceptionally effective at their institution. 

The presenters will also share the results of their current study of this FYE program. Preliminary data trends show that over 90% of student responses indicate they have a better understanding of the library and 95% have a better understanding of the library’s website. Over 50% of the student responses to date indicate that they have retained the ability to name specific website links and specific physical collections within the library. 

Diane's Notes:

The kit they purchased is over $180 per kit; I think they purchased at least 4

The escape "room" is actually a row (or area) in the classroom

They have paper based clues, but players may need internet (library website, etc.) to answer clues.

The purchased kit has cool things like an "invisable" highlighter. For example, students look at a handout that is a clue. When they shine a special flashlight on it, the highlighting is revealed to show the relevant parts of the page. (A word or a number, or something)

It is very important to have a good prompt / mission for the escape room

MY TEAM WON!

On Your Mark, Get Set, Game

On Your Mark, Get Set, Game!

Lauren Stern (Interim Information Literacy/Instruction Coordinator) @ SUNY Cortland

Gamification can bring excitement and engagement to unsexy topics (citation management, I’m looking at you). Learn how to apply backward design with games in your classroom, in order to construct pathways to learning and assess without the test. This presentation will include three examples of gamified pedagogy, and discuss the implications of each: GooseChase for library tours, relay races for citation management software, and Kahoot! for assessment.

Diane's Notes:

OK, this was the last session of the conference I attended and I was TIRED! Plus, she had us use 3 different technologies (Poll Everywhere, Kahoot! and GooseChase) during the session. I was a little overwhelmed. But she had good notes on game design, so I'm looking forward to getting her slides. Here is what I remember about game design:

MDA - 

  • Mechanics - rules. If this, then that. What students are doing and how that happens.
  • Dynamics - system 
  • Aesthetics- fun

Goosechase was fun...