The amazing library race: Developing students’ media and information literacy skills through games

In this time of disinformation and misinformation, libraries remain a reliable source of truthful and factual information. As they fervently support the agenda of lifelong learning, libraries recognise that there are various influences that redefine the process of student learning. Admittedly, libra...

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Main Authors: Yap, Joseph Marmol, Peñaflor, Janice D.C.
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Published: Animo Repository 2020
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Online Access:https://animorepository.dlsu.edu.ph/faculty_research/3842
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Institution: De La Salle University
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spelling oai:animorepository.dlsu.edu.ph:faculty_research-48512021-06-14T02:05:00Z The amazing library race: Developing students’ media and information literacy skills through games Yap, Joseph Marmol Peñaflor, Janice D.C. In this time of disinformation and misinformation, libraries remain a reliable source of truthful and factual information. As they fervently support the agenda of lifelong learning, libraries recognise that there are various influences that redefine the process of student learning. Admittedly, librarians need to be more creative in motivating post-millennial students to help them fully develop their Media and Information Literacy (MIL) skills. This paper explores how games are adopted and utilised by academic libraries as an interactive approach to entice students to learn essential MIL competencies. It shows how games can be a viable tool not only to deliver information literacy (IL) instruction in a collaborative learning environment but to also effectively engage and attract students to use the library resources and services. While the use of games is not novel, the way it is delivered and re-purposed to meet MIL competencies is vital for today’s young generation of learners. This report demonstrates how two academic libraries in the Philippines and Kazakhstan were able to embed MIL skills through a library race challenge. Furthermore, this paper discusses the practical steps undertaken in the preparation of the game as well as the observations made during and after the activity was conducted. From this, other libraries may gain insights and best practices on how to leverage this method to further champion MIL in their own communities. © 2020, CILIP Information Literacy Group. All rights reserved. 2020-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/faculty_research/3842 info:doi/10.11645/14.1.2708 Faculty Research Work Animo Repository Information literacy--Philippines Media literacy--Philippines Gamification Information Literacy
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
topic Information literacy--Philippines
Media literacy--Philippines
Gamification
Information Literacy
spellingShingle Information literacy--Philippines
Media literacy--Philippines
Gamification
Information Literacy
Yap, Joseph Marmol
Peñaflor, Janice D.C.
The amazing library race: Developing students’ media and information literacy skills through games
description In this time of disinformation and misinformation, libraries remain a reliable source of truthful and factual information. As they fervently support the agenda of lifelong learning, libraries recognise that there are various influences that redefine the process of student learning. Admittedly, librarians need to be more creative in motivating post-millennial students to help them fully develop their Media and Information Literacy (MIL) skills. This paper explores how games are adopted and utilised by academic libraries as an interactive approach to entice students to learn essential MIL competencies. It shows how games can be a viable tool not only to deliver information literacy (IL) instruction in a collaborative learning environment but to also effectively engage and attract students to use the library resources and services. While the use of games is not novel, the way it is delivered and re-purposed to meet MIL competencies is vital for today’s young generation of learners. This report demonstrates how two academic libraries in the Philippines and Kazakhstan were able to embed MIL skills through a library race challenge. Furthermore, this paper discusses the practical steps undertaken in the preparation of the game as well as the observations made during and after the activity was conducted. From this, other libraries may gain insights and best practices on how to leverage this method to further champion MIL in their own communities. © 2020, CILIP Information Literacy Group. All rights reserved.
format text
author Yap, Joseph Marmol
Peñaflor, Janice D.C.
author_facet Yap, Joseph Marmol
Peñaflor, Janice D.C.
author_sort Yap, Joseph Marmol
title The amazing library race: Developing students’ media and information literacy skills through games
title_short The amazing library race: Developing students’ media and information literacy skills through games
title_full The amazing library race: Developing students’ media and information literacy skills through games
title_fullStr The amazing library race: Developing students’ media and information literacy skills through games
title_full_unstemmed The amazing library race: Developing students’ media and information literacy skills through games
title_sort amazing library race: developing students’ media and information literacy skills through games
publisher Animo Repository
publishDate 2020
url https://animorepository.dlsu.edu.ph/faculty_research/3842
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