14 research outputs found
Establishing and Publicizing Library Instruction with Educators
The ACRL Instruction Section Discussion Group Session at Midwinter was led by Frances A. May and Yunfei Du from the University of Texas. The session explored the dynamics between what we, as instruction librarians, think we do to help students and how we can relay that to the campus community outside of the library. The core of the session consisted of small group brainstorms on various questions followed by the groups presenting what they discussed to everyone in attendance
Game On At the Library
The Games and Gaming at the Library Round Table (GameRT) is new to the ALA Round Ta-ble scene this Midwinter. Previously, librarians interested in gaming bonded over discussion groups or out of conference session time. With the increasing popularity of National Gaming Day @ your Library, an increasing number of libraries collecting games, and innovative gamification projects, a fully fledged Round Table has been born
Digital Image Databases: A Study from the Undergraduate Point of View
This article investigates current metadata practices in art image databases. Searches were completed in the Bridgeman Education and ARTstor databases using only terms found in introductory art history texts. Details from the search results point to overalltrends in the data and offer comparisons between the databases for particular search sets. The examples reveal tendencies in precision,recall, and consistency, as well as identify some particular issues that may impede successful retrieval for the novice user. A short discussion on the usability of both of the databases\u27 interfaces offers further insight into their respective strengths andpeculiarities
Teaching 21st Century, Executive-Functioning, and Creativity Skills with Popular Video Games and Apps
21st century skills, include flexible thinking, collaborative communication skills, executive funtiona nd critical thinking skills, and digital literacy, will be necessary for education and jobs in the future. Video games and apps are an exteremly powerful tool for teaching 21st century skills due to game mechanics that build in learning principles and their highly engaging nature. Games such as Minecraft, Portal 2 and variety of casual video games have been demonstrated to teach skills, such as problem solving, processing efficiency, cognitive flexibility, and the 21st century skill of digital literacy
Arranging the Pieces: A Survey of Library Practices Related to a Tabletop Game Collection
Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games. Evidence Based Library and Information Practice 2017, 12.1 3 Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a snowball sampling technique involving electronic outlets and discussion lists used by librarians in school, public, and academic libraries. Results – One hundred nineteen libraries answered the survey. The results show that tabletop games have a presence in libraries, but practices vary in regard to collection development, cataloguing, processing, and circulation. Conclusion – Results indicate that libraries are somewhat fragmented in their procedures for tabletop collections. Libraries can benefit from better understanding how others acquire, process, and use these collections. Although they are different to other library collections, tabletop games do not suffer from extensive loss and bibliographic records are becoming more available. Best practices and guidance are still needed to fully integrate games into libraries and to help librarians feel comfortable piloting their own tabletop collections
The 21st Century Library as Classroom Learning Partner Teresa Slobuski of San Jose State University
Genera
Poster Session: Game Studies and the Impact on Education
As an interactive media, games have the opportunity to engage and teach their consumers in a unique way. Game studies is an increasing academic area and the presence of games in libraries increases every year. This session will present an overview of game studies including analysis techniques, mechanics overview, and educational impact