Exercising library and information literacies through alternate reality gaming

dc.contributor.authorJerrett, Adam
dc.contributor.authorBothma, T.J.D. (Theodorus Jan Daniel)
dc.contributor.authorDe Beer, K.J.W. (Koos)
dc.date.accessioned2018-01-10T06:53:49Z
dc.date.available2018-01-10T06:53:49Z
dc.date.issued2017
dc.description.abstractPURPOSE : 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.departmentInformation Scienceen_ZA
dc.description.librarianhj2018en_ZA
dc.description.urihttp://www.emeraldinsight.com/loi/ajimen_ZA
dc.identifier.citationAdam 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.issn1758-3748 (online)
dc.identifier.issn2050-3806 (print)
dc.identifier.other10.1108/AJIM-11-2016-0185
dc.identifier.urihttp://hdl.handle.net/2263/63466
dc.language.isoenen_ZA
dc.publisherEmeralden_ZA
dc.rights© Emerald Publishing Limited 2017en_ZA
dc.subjectInformation literacyen_ZA
dc.subjectLibraryen_ZA
dc.subjectGame-based learningen_ZA
dc.subjectTwenty-first century literaciesen_ZA
dc.subjectConstructivist teachingen_ZA
dc.subjectAlternate reality game (ARG)en_ZA
dc.subject.otherEngineering, built environment and information technology articles SDG-04
dc.subject.otherSDG-04: Quality education
dc.subject.otherEngineering, built environment and information technology articles SDG-09
dc.subject.otherSDG-09: Industry, innovation and infrastructure
dc.subject.otherEngineering, built environment and information technology articles SDG-17
dc.subject.otherSDG-17: Partnerships for the goals
dc.titleExercising library and information literacies through alternate reality gamingen_ZA
dc.typePostprint Articleen_ZA

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