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Academic Journal

Tech Tools in Pandemic-Transformed Information Literacy Instruction: Pushing for Digital Accessibility.

Subjects: *COMPUTER software; *SCHOOL environment; *CELL phonesUNITED States

  • Source: Information Technology & Libraries. Dec2022, Vol. 41 Issue 4, p1-32. 32p. 15 Color Photographs, 3 Charts.

  • Abstract: Inspired by pandemic-transformed instruction, this paper examines the digital accessibility of five tech tools used in information literacy sessions, specifically for students who use assistive ... Copyright of Information Technology & Libraries is the property of American Library Association and its content may not be copied or ...

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Academic Journal

Leveling Up From Player to Designer.

  • Source: Knowledge Quest; September 2011, Vol. 40 Issue 1, p54-59, 6p

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Academic Journal

Understanding Appeals of Video Games for Readers' Advisory and Recommendation.

Subjects: *VIDEO games; *PUBLIC libraries; *MOTIVATION (Psychology)UNITED States

  • Source: Reference & User Services Quarterly. Winter2017, Vol. 57 Issue 2, p127-139. 13p.

  • Abstract: Despite their increasing popularity and inclusion in library collections, video games are rarely suggested in library advisory or recommendation services. In ... Copyright of Reference & User Services Quarterly is the property of American Library Association and its content may not be copied ...

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Academic Journal

Still Polishing the Diamond: School Library Research over the Last Decade.

  • Source: School Library Research; 2018, Vol. 21, p1-64, 64p, 1 Diagram, 2 Charts

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Periodical

ENGAGING STUDENTS IN THE LIBRARY THROUGH TABLETOP GAMING.

Subjects: *LIBRARIES; *STUDENT engagement; *INTERPERSONAL relations

  • Source: Knowledge Quest. Mar/Apr2017, Vol. 45 Issue 4, p40-48. 9p. 4 Color Photographs, 1 Diagram, 1 Chart, 1 Graph.

  • Abstract: The article offers suggestions to incorporate tabletop gaming with a focus to engage students in libraries. It mentions benefits of tabletop gaming to increase opportunities ...

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Periodical

The Popularity of Gamification in the Mobile and Social Era.

Subjects: *GAMIFICATION; *MOBILE apps; *VIDEO games

  • Source: Library Technology Reports. Feb/Mar2015, Vol. 51 Issue 2, p5-9. 5p.

  • Abstract: The article discusses the adoption of gamification in mobile and social media applications in the U.S. It defines gamification and how it differs from ...

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