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Play to Win! Using Games in Library Instruction to Enhance Student Learning

Tammy Sugarman, Georgia State University
Guy Leach, Georgia State University

Article comments

Article accepted 2005; Published 2007 with issue date of 2005. Journal homepage: http://www.elsevier.com/wps/product/cws_home/620212

Abstract

Research has shown that educational games can have positive impacts on student learning and motivation. The success of a game played in a library instruction class depends on the type of game selected, the development of learning outcomes, and the flexibility of the librarian during class. This article explains the benefits to students and librarians of using games, discusses the development and use of a Jeopardy-style game, and provides practical tips for librarians interested in developing and incorporating games into one-time library instruction sessions.

Suggested Citation

Tammy Sugarman and Guy Leach. "Play to Win! Using Games in Library Instruction to Enhance Student Learning" Research Strategies 20.3 (2005): 191-203.
Available at: http://works.bepress.com/tammy_sugarman/3