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 |
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| Autor principal: | |
| Publicado: |
Information Today, Inc.
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| Materias: | |
| Acceso en línea: | Citation/Abstract Full Text Full Text - PDF |
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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 | |
| 856 | 4 | 1 | |3 Citation/Abstract |u https://www.proquest.com/docview/3250123477/abstract/embedded/Y2VX53961LHR7RE6?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text |u https://www.proquest.com/docview/3250123477/fulltext/embedded/Y2VX53961LHR7RE6?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text - PDF |u https://www.proquest.com/docview/3250123477/fulltextPDF/embedded/Y2VX53961LHR7RE6?source=fedsrch |