2017
DOI: 10.1080/10691316.2017.1318429
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High-touch, low-tech: Investigating the value of an in-person library orientation game

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Cited by 9 publications
(10 citation statements)
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“…The interactive nature of the session also helped to foster connections between participants and facilitated networking that some attendees indicated would last after the session itself. Running the session in a game-like way using a design-thinking approach echoed others’ findings related to increasing engagement, motivation, and creativity with regard to gamified or design thinking–focused sessions [1, 5, 6]. Coupling the design-thinking approach with game-based learning is, we believe, a novel approach that our team hopes to explore more and expand upon in the future.…”
Section: Discussionmentioning
confidence: 52%
See 1 more Smart Citation
“…The interactive nature of the session also helped to foster connections between participants and facilitated networking that some attendees indicated would last after the session itself. Running the session in a game-like way using a design-thinking approach echoed others’ findings related to increasing engagement, motivation, and creativity with regard to gamified or design thinking–focused sessions [1, 5, 6]. Coupling the design-thinking approach with game-based learning is, we believe, a novel approach that our team hopes to explore more and expand upon in the future.…”
Section: Discussionmentioning
confidence: 52%
“…Prior studies on low-tech gamification in libraries [4, 5] focus on the tactile nature of low-tech gaming as a way to meaningfully engage students in library instruction and encourage collaborative learning. Previous research also indicates that using low-tech approaches for scavenger hunts allows libraries with limited staffing to engage students in gamification [4].…”
Section: Introductionmentioning
confidence: 99%
“…Earlier findings on technology and professions led to the label ‘high touch, low tech’ (Vrbancic & Byerley, 2018) to refer to occupations which rely primarily on human relationships and related soft skills rather than ICT (information and communications technology). While in many businesses, technology enhances productivity, this is not always the case in parts of the health and education sectors (Arcand, 2015; Mottarella, Fritzsche, & Parrish, 2005; Vrbancic & Byerley, 2018). Having close contact with clients, patients and students may be a good approach in many cases.…”
Section: Literature Review: Characteristics Of Professions and Of Thomentioning
confidence: 99%
“…Problematyka wykorzystania gry jako narzędzia promowania działalności bibliotek była stosunkowo często poruszana w literaturze przedmiotu, głównie w piśmiennictwie anglojęzycznym, szczególnie w aspekcie grywalizacji procesów edukacyjnych w bibliotece (Mayer & Harris, 2010;Battles, Glenn & Shedd, 2011;Margino, 2013;Vrbancic & Byerley, 2018). Brakuje jednak opracowań pokazujących w wymiarze holistycznym możliwości wykorzystania gier w bibliotece, nie tylko w odniesieniu do promocji i edukacji, ale także w kontekście świadczenia usług dla użytkowników i organizacji wewnętrznych procesów bibliotecznych.…”
Section: Wstępunclassified
“…-gra jako element promocji i budowania wizerunku biblioteki, przede wszystkim w odniesieniu do bibliotek publicznych i akademickich (Jaskowska, 2013; Curyło, 2015;Kubisiak, 2016;Mól, 2016), -gra jako narzędzie działań edukacyjnych, w tym jako element przysposobienia bibliotecznego i kształcenia kompetencji z zakresu information/media literacy oraz w kontekście tzw. serious games (Mayer & Harris, 2010;Battles, Glenn & Shedd, 2011;Margino, 2013;Vrbancic & Byerley, 2018).…”
Section: Stan Badańunclassified