Exercising library and information literacies through alternate reality gaming

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dc.contributor.author Jerrett, Adam
dc.contributor.author Bothma, T.J.D. (Theodorus Jan Daniel)
dc.contributor.author De Beer, K.J.W. (Koos)
dc.date.accessioned 2018-01-10T06:53:49Z
dc.date.available 2018-01-10T06:53:49Z
dc.date.issued 2017
dc.description.abstract PURPOSE : Teaching students/library patrons twenty-first century literacies (such as information and library literacies) is important within a library setting. As such, finding an appropriate manner to teach these skills in a practical manner at tertiary level is important. As vehicles for constructivist learning, games provide a unique opportunity to teach these twenty-first century literacies in an engaging, practical, format. The purpose of this paper is to discuss the implementation of an alternate reality game (ARG) to teach these literacies through gameplay. DESIGN/METHODOLOGY/APPROACH : An ARG was designed and developed where the core gameplay tasks taught and exercised twenty-first century literacies. The game, once completed, was then analysed as a case study to determine the effectiveness of the game-based approach to literacy learning. FINDINGS : Throughout the play of the game, players spent increasingly more time in the library, often using it as a common meeting point during play. Players reported that they learnt or exercised the skills that each game task focussed on, additionally noting that the game-based context made the process of learning and exercising these skills more enjoyable. ORIGINALITY/VALUE : The findings suggest that the creation of games, whether real world or digital, may be useful in engaging students/patrons with twenty-first century literacies as well as with their local library. The documentation of a successful ARG to teach twenty-first century literacies provides a model for future research to follow when designing engaging library-oriented games. en_ZA
dc.description.department Information Science en_ZA
dc.description.librarian hj2018 en_ZA
dc.description.uri http://www.emeraldinsight.com/loi/ajim en_ZA
dc.identifier.citation Adam Jerrett, Theo J.D. Bothma, Koos de Beer, (2017) "Exercising library and information literacies through alternate reality gaming", Aslib Journal of Information Management, Vol. 69 Issue: 2, pp.230-254, https://doi.org/10.1108/AJIM-11-2016-0185. en_ZA
dc.identifier.issn 1758-3748 (online)
dc.identifier.issn 2050-3806 (print)
dc.identifier.other 10.1108/AJIM-11-2016-0185
dc.identifier.uri http://hdl.handle.net/2263/63466
dc.language.iso en en_ZA
dc.publisher Emerald en_ZA
dc.rights © Emerald Publishing Limited 2017 en_ZA
dc.subject Information literacy en_ZA
dc.subject Library en_ZA
dc.subject Game-based learning en_ZA
dc.subject Twenty-first century literacies en_ZA
dc.subject Constructivist teaching en_ZA
dc.subject Alternate reality game (ARG) en_ZA
dc.subject.other Engineering, built environment and information technology articles SDG-04
dc.subject.other SDG-04: Quality education
dc.subject.other Engineering, built environment and information technology articles SDG-09
dc.subject.other SDG-09: Industry, innovation and infrastructure
dc.subject.other Engineering, built environment and information technology articles SDG-17
dc.subject.other SDG-17: Partnerships for the goals
dc.title Exercising library and information literacies through alternate reality gaming en_ZA
dc.type Postprint Article en_ZA


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