2011
DOI: 10.1080/19322909.2011.569922
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Rethinking the Library Game: Creating an Alternate Reality with Social Media

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Cited by 30 publications
(25 citation statements)
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“…University of Alabama librarians designed an elaborate game that took place over the course of a month. Students played through Facebook, Twitter, and WordPress and used library resources to unravel a mystery (Battles, Glenn, and Shedd, 2011). This variety of orientation events and games shows that librarians recognize the need to make introductory activities accessible and meaningful for students by using social media and mobile technology.…”
Section: Library Anxietymentioning
confidence: 98%
“…University of Alabama librarians designed an elaborate game that took place over the course of a month. Students played through Facebook, Twitter, and WordPress and used library resources to unravel a mystery (Battles, Glenn, and Shedd, 2011). This variety of orientation events and games shows that librarians recognize the need to make introductory activities accessible and meaningful for students by using social media and mobile technology.…”
Section: Library Anxietymentioning
confidence: 98%
“…A small number have already been developed with educational goals in mind, such as World Without Oil (WWO) [35], which asked players to imagine their lives in the midst of a global oil crisis, and Black Cloud, which engaged at-risk high school students in scientific investigations of climate change issues in their own local neighborhoods [29]. However, nearly all ARG implementations to-date, even in learning environments, have been targeted for players who are 18 years and older [5,26,34].…”
Section: Args As Authentic Transmedia Learning Experiencesmentioning
confidence: 99%
“…Project Velius, run at the University of Alabama, is another example of an information literacy ARG (Battles, 2014;Battles et al, 2011). The authors' reasoning for the creation of an ARG over a traditional game largely mirrors the reasons discussed in section 3.2.…”
Section: Educational Argsmentioning
confidence: 99%
“…However, Project Velius did not restrict targeting of the ARG to specific modules or courses, instead opening up play to the entire university. This lack of specific targeting hurt the participation of the ARG, which was only played by around 50 students based on feedback from web analytics (Battles, 2014;Battles et al, 2011). Web analytics, along with qualitative data from players suggested that the ARG was successful.…”
Section: Educational Argsmentioning
confidence: 99%
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