Document Type

Book Chapter

Publication Date

2020

Abstract

To increase student engagement, the Humboldt State University Library ventured into the realm of gamified programming, exploring several strategies with the goal of trans- forming library outreach and instruction. Our efforts range from simple outreach to highly structured information literacy instruction and workshops that use gamification to encourage students to engage with knowledge practices and dispositions outlined in the ACRL Framework for Information Literacy for Higher Education. Using gamified activities in library instruction led us to create lesson plans that are purely game-based, including escape room drop-in sessions where students race against the clock to solve a series of puzzles in order to “escape” the room. This model aimed to promote collaboration and problem-solving skills through inquiry-based learning.

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