The scavenger hunt and breakout boxes require being inside the Smith Library Center to play. But the online escape games can be played anywhere. Try them out to get a sense of the mechanics and get some ideas for how to adapt games and themes for your environment. Navigating Knowledge is our Pirate themed game for First Year Seminars. Big Top Breakout is circus themed for Design Fundamentals, a theatre course.
Title:
Pirates, Puzzles, and Pathways: Gamifying Library Instruction for First-Year Success
Learning goals / objectives:
1. Understand the benefits of game-based learning: attendees will explore how integrating games into library instruction can enhance engagement and improve first-year students' understanding of information literacy topics. 2. Learn how to design and implement engaging library games: participants will gain insights into the process of creating interactive scavenger hunts, escape games, and digital challenges tailored to their library spaces and campus themes. 3. Develop practical ideas for incorporating games into library instruction: attendees will leave with actionable ideas and resources to implement gamified learning activities in their own library instruction programs.
Description of presentation:
During the last four years, librarians at Southwestern University's Smith Library Center have dabbled in different forms of gamification for their undergraduate First Year Seminar library instruction. All incoming students receive a one-hour instruction that aims to orient them to our spaces and resources, while also providing them with a workable foundation in information literacy and library research skills. Rather than relying on the typical static lecture alone, SU librarians have integrated scavenger hunts, breakout kits, and digital escape games to enhance the first year student experience and deepen students’ understanding of crucial concepts. Gamified learning can be more interactive, engaging, surprising, and memorable, thus achieving the dual goal of making learning stick while also giving students a fun and palatable impression of their campus library. All library games were themed around the unique SU campus culture and mascot- the Pirates- and thus also increased students’ sense of belonging, a critical component of new student success and retention. Presenters Katherine and Emily will speak about the various games, discuss the pros and cons of each format, delve into tools and resources available to create these games, and make recommendations of how to successfully integrate games into your own library instruction plans.
Please describe the relevance of this presentation to libraries in Texas. (200 words or less):
In the context of Texas liberal arts colleges and universities, student success and retention plays a critical role in the institution’s mission. First year undergraduates seem to be embarking on their higher education journeys with weaker, or at least uneven, foundations in information literacy. Many factors are at play here, from standardized testing and curriculum, to pervasive information overload. It is more crucial than ever to communicate to these students that information literacy is vital and that the library is here to help. Teaching important library skills in the guise of interesting games can have an undeniably positive impact on first year students. They will be engaged with the material, interact with their peers and begin to form connections, and cultivate a sense of belonging and inclusion in their higher education environment. Learning how to employ critical thinking to improve their research skills makes them more savvy Texas citizens as they progress through their college journey and beyond.
Interactivity:
We will take some time during the presentation to engage in Mentimeter slides where participants can contribute new ideas for games and themes, share what they've tried and the successes and challenges therein, and brainstorm what skills need to be emphasized to ensure student success. This will hopefully generate some new concepts and enthusiasm that will last well beyond the presentation. Attendees will also receive links to two digital escape games created at SU. By being able to play through these exercises after the LIRT conference, participants will deepen their knowledge about the mechanics and objectives of escape games and have a hands-on model to utilize as a jumping off point for their own gamified endeavors.