
Information Literacy and Instruction: Creating Analog and Digital Games for Reference Training: Overview and Examples
Author(s) -
Sam Kirk
Publication year - 2019
Publication title -
reference and user services quarterly/reference and user services quarterly
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.443
H-Index - 34
eISSN - 2163-5242
pISSN - 1094-9054
DOI - 10.5860/rusq.58.4.7147
Subject(s) - desk , staffing , reference desk , computer science , digital reference , service (business) , multimedia , information literacy , medical education , world wide web , management , medicine , business , economics , operating system , marketing
To provide effective service at the reference desk, proper training for those staffing the desk is essential. Those responsible for reference training know that developing trainings that are both effective and engaging can be a challenge. In this column, Sam Kirk discusses the benefits of gamification in trainings. She describes how the University of Pennsylvania Libraries have used low-cost strategies to gamify their reference training for library interns. She shares examples of different types of games that can be used to scaffold learning for interns, culminating in a final, comprehensive game.—Editor