Just Your Average Frankenstein: Creating a Virtual Escape Room to Teach Information Literacy

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Publicado en:Computers in Libraries vol. 45, no. 7 (Sep 2025), p. 10-14
Autor principal: Zarrella, Lisa
Publicado:
Information Today, Inc.
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Acceso en línea:Citation/Abstract
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100 1 |a Zarrella, Lisa 
245 1 |a Just Your Average Frankenstein: Creating a Virtual Escape Room to Teach Information Literacy 
260 |b Information Today, Inc.  |c Sep 2025 
513 |a Feature 
520 3 |a The virtual escape room game used to educate a hospital system's employees about medical literature was a hit. They drew names for prizes as an incentive to get nurses and other employees to try their escape room, but it was noted that the activity was so well-liked, no one who completed the final challenge even asked what the prize was. A sense of accomplishment is apparently a reward in itself. Several requests for assistance with library resources came through as employees discovered the library through the game. Analytics showed that the library website had a higher access rate during the time the game was available, demonstrating that many people visited the site after finishing the escape room. Gamification of education has proven time and again to be an effective way of engaging students and advertising services. Their Frankenstein of a virtual escape room proved to be a monster of a success. 
653 |a Teaching 
653 |a Games 
653 |a Information literacy 
653 |a Books 
653 |a Library collections 
653 |a Medical libraries 
653 |a Computers 
653 |a Escape rooms 
653 |a Librarians 
653 |a Internet resources 
653 |a Education 
653 |a Libraries 
653 |a Literacy 
653 |a Nurses 
653 |a Escape 
653 |a Advertisements 
653 |a Gamification 
653 |a Advertising 
653 |a Medical literature 
653 |a Employees 
653 |a Library Materials 
653 |a Learning Activities 
653 |a Computer Games 
653 |a World Problems 
653 |a Online Searching 
653 |a Imagination 
653 |a Electronic Equipment 
653 |a Instructional Materials 
653 |a Computer Oriented Programs 
653 |a Educational Objectives 
653 |a Library Personnel 
653 |a Learner Engagement 
653 |a Reference Services 
653 |a Educational Trends 
773 0 |t Computers in Libraries  |g vol. 45, no. 7 (Sep 2025), p. 10-14 
786 0 |d ProQuest  |t Library Science Database 
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856 4 0 |3 Full Text - PDF  |u https://www.proquest.com/docview/3250123477/fulltextPDF/embedded/Y2VX53961LHR7RE6?source=fedsrch