LEADER 03608nam 2200637 450 001 9910463907803321 005 20200520144314.0 010 $a0-8108-9143-3 035 $a(CKB)2670000000545176 035 $a(EBL)1655573 035 $a(SSID)ssj0001131994 035 $a(PQKBManifestationID)12419529 035 $a(PQKBTitleCode)TC0001131994 035 $a(PQKBWorkID)11146371 035 $a(PQKB)11478645 035 $a(MiAaPQ)EBC1655573 035 $a(Au-PeEL)EBL1655573 035 $a(CaPaEBR)ebr10850214 035 $a(CaONFJC)MIL583058 035 $a(OCoLC)874323060 035 $a(EXLCZ)992670000000545176 100 $a20140404h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aDesigning online information literacy games students want to play /$fKaren Markey, Chris Leeder, and Soo Young Rieh 210 1$aLanham, Maryland :$cRowman & Littlefield,$d2014. 210 4$dİ2014 215 $a1 online resource (303 p.) 300 $aDescription based upon print version of record. 311 $a0-8108-9142-5 320 $aIncludes bibliographical references and index. 327 $aContents; Illustrations; Preface; Acknowledgments; Ch01. The Promise of Games for Information Literacy Instruction; Ch02. The Needs Assessment; Ch03. The Design of an Information Literacy Game; Ch04. The BiblioBouts Administrator Interface; Ch05. The BiblioBouts Game; Ch06. The Methods Used to Evaluate BiblioBouts; Ch07. Preparing Students to Play BiblioBouts; Ch08. How Students Played BiblioBouts; Ch09. How Students Evaluated BiblioBouts Sources; Ch10. How BiblioBouts Influenced Students' Research Papers; Ch11. How Students Benefited from Playing BiblioBouts 327 $aCh12. Best Practices for Building Information Literacy GamesCh13. Best Practices for Administrator, Instructional, and User Support Services; Ch14. The Future of Information Literacy Games; Appendix A. Game Diary Form for Students; Appendix B. Pre-Game Questionnaire for Students; Appendix C. Post-Game Questionnaire for Students; Appendix D. Focus Group Interview Questions for Students; Appendix E. Follow-Up Interview Questions for Students; Appendix F. Game Logs; Appendix G. Personal Interview Questions for Instructors; Appendix H. Personal Interview Questions for Library Liaisons 327 $aBibliographyIndex 330 $aDesigning Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. 606 $aInformation literacy$xStudy and teaching 606 $aEducational games$xDesign and construction 606 $aEducational games$vCase studies 608 $aElectronic books. 615 0$aInformation literacy$xStudy and teaching. 615 0$aEducational games$xDesign and construction. 615 0$aEducational games 676 $a028.7071 700 $aMarkey$b Karen$0994487 702 $aLeeder$b Chris$f1967- 702 $aRieh$b Soo Young$f1965- 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910463907803321 996 $aDesigning online information literacy games students want to play$92277425 997 $aUNINA