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When Active Learning Goes Flat: Using Gamification to Motivate Student Learners
California Conference on Library Instruction (2015)
  • Lindsey McLean, Loyola Marymount University
  • Elisa Slater Acosta, Loyola Marymount University
What happens when an active learning activity goes flat? You rapidly transform your lackluster exercise into an engaging activity midway through the semester! In this presentation we will discuss our instructional design efforts for a required in-person library instruction session for 73 Rhetorical Arts classes (1,273 freshmen). We used elements from both the hybrid approach and gamification techniques. Hybrid, or blended learning is a method of instruction in which students learn through a combination of face-to-face instruction and computer-mediated activities. The paper-based, active learning exercise the students completed in class was “gamified” and transformed into a digital learning object to increase student engagement and learning.
  • active learning,
  • gamification,
  • Hhybrid instruction,
  • digital learning objects,
  • blended learning
Publication Date
April, 2015
Sonoma, CA
Citation Information
McLean, L., & Acosta, E.S. (2015, April). When active learning goes flat: Using gamification to motivate student learners. Presentation at the California Conference on Library Instruction, Sonoma, CA. Available at: