Can Library Research Be Fun? Using Games for Information Literacy Instruction in Higher Education
Georgia Library Quarterly
Volume 53
Issue 3 Summer 2016
Article 7
7-1-2016
Can Library Research Be Fun? Using Games for
Information Literacy Instruction in Higher
Education
Jennifer Young
Emory University,
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Recommended Citation
Young, Jennifer (2016) "Can Library Research Be Fun? Using Games for Information Literacy Instruction in Higher Education,"
Georgia Library Quarterly: Vol. 53 : Iss. 3 , Article 7.
Available at: https://digitalcommons.kennesaw.edu/glq/vol53/iss3/7
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Young: Can Libraries Be Fun?
Can Library Research Be Fun? Using Games for Information Literacy Instruction
in Higher Education
By Jennifer Young
The basic makeup of any game consists of four
components: a goal, a set of rules, a feedback
system, and voluntary participation. As the late
philosopher Bernard Suits described it, “Playing
a game is the voluntary attempt to overcome
unnecessary obstacles” (McGonigal 2011, 22).
Games are challenging, social, meaningful, and
rewarding, and gaming can enhance the
learning experience of students in classrooms
and libraries. Gamification, a relative of gaming,
is the use of game elements in a non-gaming
context. The term was coined in 2008 but was
not widely used until 2010 (McGonigal 2011).
Gamification involves making an activity into a
game that normally wouldn’t be a game, using
game mechanics, aesthetics, and modes of
thinking.
Both games and gamification have been applied
for educational purposes from preschool all the
way through higher education. They have
proven to be useful in education to engage and
motivate learners and build problem-solving
skills. The use of games and gamification for
educational purposes in academic libraries is a
relatively new concept. Applications have
included bibliographic instruction activities and
classroom research assignments. While games
of all types have been implemented in libraries,
virtual and virtual-reality hybrid games have
notably been a growing mode of choice for
library games in academic settings. As with
other applications of gaming in education, the
focus of games created for education in libraries
is on learning objectives. These goals are
integrated into the structure of the game
(Margino 2013).
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The goals of bibliographic instruction and
library-based classroom assignments include
educating students on how to locate
appropriate resources and increasing
awareness of how to determine the value of
information (Association of College and
Research Libraries 2000). Game play is an ideal
strategy for achieving these goals, as gameplaying appeals to modern students, increases
motivation, allows for socializing, and gives
context to the learning material. Games can aid
in meeting all four of the Information Literacy
Standards established by the Association of
College and Research Libraries (Nicholson
2009). Through gaming elements, academic
libraries can enhance the user experience by
giving students meaningful, satisfying work and
catering to their learning styles and
information-seeking behaviors. Though posing
some limitations in an educational setting,
games and gamification have the potential to
improve student engagement and significantly
increase positive learning.
Why play games in library instruction?
Motivating students to learn, especially in
topics that do not initially interest them, is a
challenge for all educators and specifically for
library instructors. According to the New Media
Consortium Horizon Project: 2013 Higher
Education Edition, games can be used in
educational contexts to reinforce the
application of skills and knowledge in the real
world (Johnson et al. 2013). In their wide and
varied application, games “can help with new
skill acquisition while boosting motivation to
learn” (22) and significantly increase positive
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Georgia Library Quarterly, Vol. 53, Iss. 3 [2016], Art. 7
learning over traditional lecture-based
instruction (Broussard 2012).
In libraries, games have already proven to be a
successful venture beyond the typical
instructional toolkit. Game-playing in library
instruction and research-based classroom
activities “presents a solution to facilitating
students’ engagement with instruction content,
self-discovery of information, and learning
through trial and error” (Margino 2013, 335).
Because games “emphasize continual
improvement of skills” (Broussard 2014, 30),
they are particularly effective in library
instruction, which focuses on processes and
skills over content. In a video produced by
Nicholson (2009), Paul Waelchli, now library
director at Cornell College, describes how
virtual games align with the first four
Information Literacy Standards established by
the Association of College and Research
Libraries (ACRL).
Modern students in higher education are
among the most prolific video game players in
the United States, which makes them a target
group for applications of gaming in education.
Approximately one-third of game players are
graduate or undergraduate students (Sirigos
2014). However, game players are not just
young people; the average age of game players
is thirty-one (McGonigal 2011). With games,
there is a potential to enhance the learning
experience for students of all ages.
Traditional undergraduate and graduate
students hail from the “me” generation,
meaning they are focused on how the world
impacts them and what gains they can achieve.
For this reason, Millennials seek context in their
learning environment; they want to know why
they need to know something and have little
patience for instruction that does not appear to
benefit them. The Millennial generation “bores
easily” (Sirigos 2014, 10), wants instant
feedback and gratification, is comfortable with
technology, and prefers classroom activities
that provide interaction and socializing. Game
elements cater to these characteristics and
offer a unique opportunity for educators to
meet the specific psychological and pedagogical
needs of these students (Sirigos 2014).
With respect to the library, higher education
students have strong and sometimes critical
opinions of their libraries. According to a 2010
OCLC report on perceptions of libraries, “college
students feel that search engines trump
(Association of College and Research Libraries 2000; Nicholson 2009)
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Young: Can Libraries Be Fun?
libraries for speed, convenience, reliability, and
ease of use” (54), yet 43 per (...truncated)