Unlocking Engagement: Using Instructional Design Software to Enhance Academic Library Instruction Through Gamification

Type of Presentation

Individual paper/presentation

Conference Strand

Media Literacy

Target Audience

Higher Education

Second Target Audience

K-12

Location

Ogeechee Theater

Relevance

This session is about engaging students in learning library skills digitally. Our e-learning library module is designed to supplement one-shot instructional sessions as well as provide necessary training to students who otherwise would not receive direct library instruction.

Proposal

At a time when federal research funding is being dramatically reduced, the need for quality researchers is of paramount importance. At the associate’s level, academic librarians are often tasked with teaching fledgling researchers' information literacy skills and library orientation basics in a one-shot instructional session, during which students are often overwhelmed or disengaged. At the same time, many professors opt not to involve library instructors in their courses due to time constraints or assumptions about their students’ level of information literacy. This is especially true with the rapid expansion of online course availability, since many professors and students alike make the assumption that the library is solely a physical space and is not essential in online learning. Using the instructional design software Storyline 360, part of the Articulate 360 suite of tools, we created a humorous, interactive mystery game designed to engage students in learning library skills digitally. This e-learning library module is designed to supplement one-shot instructional sessions as well as provide necessary training to students who otherwise would not receive direct library instruction. By gamifying the presentation in a digital format, students are more engaged through enjoyable, interactive elements, completion badges, and the ability to learn at their own pace. This online model also allows for Universal Design elements to be incorporated, increasing accessibility for all. This program will delve into the inspiration, design, implementation, and evaluation of a library e-learning module built for students at a 2-year state college in Georgia.

Short Description

This program explores professional growth opportunities for librarians interested in blending instructional design and e-learning tools into library instruction in an innovative way. We'll take a look at how Articulate Storyline 360 can be used to create interactive, accessible, and even gamified library modules, showing you new ways to connect with students where they are.

Keywords

Instruction, information literacy, technology, higher education, gamification

Publication Type and Release Option

Presentation (Open Access)

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Feb 6th, 11:15 AM Feb 6th, 12:00 PM

Unlocking Engagement: Using Instructional Design Software to Enhance Academic Library Instruction Through Gamification

Ogeechee Theater

At a time when federal research funding is being dramatically reduced, the need for quality researchers is of paramount importance. At the associate’s level, academic librarians are often tasked with teaching fledgling researchers' information literacy skills and library orientation basics in a one-shot instructional session, during which students are often overwhelmed or disengaged. At the same time, many professors opt not to involve library instructors in their courses due to time constraints or assumptions about their students’ level of information literacy. This is especially true with the rapid expansion of online course availability, since many professors and students alike make the assumption that the library is solely a physical space and is not essential in online learning. Using the instructional design software Storyline 360, part of the Articulate 360 suite of tools, we created a humorous, interactive mystery game designed to engage students in learning library skills digitally. This e-learning library module is designed to supplement one-shot instructional sessions as well as provide necessary training to students who otherwise would not receive direct library instruction. By gamifying the presentation in a digital format, students are more engaged through enjoyable, interactive elements, completion badges, and the ability to learn at their own pace. This online model also allows for Universal Design elements to be incorporated, increasing accessibility for all. This program will delve into the inspiration, design, implementation, and evaluation of a library e-learning module built for students at a 2-year state college in Georgia.