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Play It, Learn It, Make It Last: Developing an Online Game to Create Self-Sufficient Library Information Users
1a Nathan Cummings Medical Library , Memorial Sloan Kettering Cancer Center , New York , New York , USA.
A brief library orientation was insufficient for health sciences students. An online game was developed to improve self-sufficiency, but low participation suggests further research is needed for online library instruction.
Area of Science:
- Health Sciences
- Library and Information Science
Background:
- Traditional five-minute library orientations in academic health sciences libraries are often insufficient for students to grasp essential resources.
- Prior experience highlighted the need for more effective library instruction methods.
Purpose of the Study:
- To supplement existing library orientation for health sciences students.
- To explore the potential of an online, game-based learning model for library instruction.
- To enhance student self-sufficiency in utilizing library resources through hands-on digital experiences.
Main Methods:
- Development of an online game designed to teach library resource utilization.
- Implementation of a gaming model incorporating competition and rewards to boost student motivation.
- Pilot testing of the online game to assess its effectiveness.
Main Results:
- The initial five-minute orientation was found to be inadequate for comprehensive learning.
- Pilot programs for the online game experienced low student participation rates.
- Despite low participation, the initiative provided valuable insights.
Conclusions:
- Online gaming shows potential as a supplementary tool for health sciences library instruction.
- Further research is warranted to explore broader models of online library instruction in health sciences.
- Addressing low participation is crucial for the success of future online learning initiatives.
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