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Exercising library and information literacies through alternate reality gaming

Adam Jerrett (Department of Information Science, University of Pretoria, Pretoria, South Africa)
Theo J.D. Bothma (Department of Information Science, University of Pretoria, Pretoria, South Africa)
Koos de Beer (Department of Information Science, University of Pretoria, Pretoria, South Africa)

Aslib Journal of Information Management

ISSN: 2050-3806

Article publication date: 20 March 2017

1108

Abstract

Purpose

Teaching students/library patrons twenty-first century literacies (such as information and library literacies) is important within a library setting. As such, finding an appropriate manner to teach these skills in a practical manner at tertiary level is important. As vehicles for constructivist learning, games provide a unique opportunity to teach these twenty-first century literacies in an engaging, practical, format. The purpose of this paper is to discuss the implementation of an alternate reality game (ARG) to teach these literacies through gameplay.

Design/methodology/approach

An ARG was designed and developed where the core gameplay tasks taught and exercised twenty-first century literacies. The game, once completed, was then analysed as a case study to determine the effectiveness of the game-based approach to literacy learning.

Findings

Throughout the play of the game, players spent increasingly more time in the library, often using it as a common meeting point during play. Players reported that they learnt or exercised the skills that each game task focussed on, additionally noting that the game-based context made the process of learning and exercising these skills more enjoyable.

Originality/value

The findings suggest that the creation of games, whether real world or digital, may be useful in engaging students/patrons with twenty-first century literacies as well as with their local library. The documentation of a successful ARG to teach twenty-first century literacies provides a model for future research to follow when designing engaging library-oriented games.

Keywords

Citation

Jerrett, A., Bothma, T.J.D. and de Beer, K. (2017), "Exercising library and information literacies through alternate reality gaming", Aslib Journal of Information Management, Vol. 69 No. 2, pp. 230-254. https://doi.org/10.1108/AJIM-11-2016-0185

Publisher

:

Emerald Publishing Limited

Copyright © 2017, Emerald Publishing Limited

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