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Lewallen, Kate – Knowledge Quest, 2019
Breakout boxes are similar to the escape rooms that have popped up all over the country in the past few years. In an escape room, you and your friends are locked in a room and given a scenario and a time limit. You must work together to solve a number of puzzles to get out of the room before time runs out. Breakout boxes center around boxes, each…
Descriptors: Teaching Methods, School Libraries, Library Materials, Inquiry
Elkins, Aaron J. – Knowledge Quest, 2015
This author encourages librarians to play some video games to get ready for the upcoming school year. Games aren't just for young males--they have tremendous potential to enhance 21st-century literacies, including critical-thinking and problem-solving skills. Playing games will not only help librarians see how these skills can be developed, but…
Descriptors: School Libraries, Educational Games, Video Games, Play
Robson, Diane; Durkee, Patrick – Journal of Academic Librarianship, 2012
The work of collection development in academic video game collections is at a crucial point of transformation--gaming librarians are ready to expand beyond console games collected in disc and cartridge format to the world of Internet games. At the same time, forms and genres of video games such as serious and independent games are increasingly…
Descriptors: Academic Libraries, College Libraries, Video Games, Library Services
Laskowski, Mary; Ward, David – Journal of Academic Librarianship, 2009
Most academic libraries do not yet have gaming collections, let alone gaming services and facilities that support the unique and growing teaching and research needs of campus environments. Academic libraries in particular need to start thinking about developing the next generation of gaming collections and services. This article examines the…
Descriptors: Video Games, Academic Libraries, Research Universities, Library Materials
Battles, Jason; Glenn, Valerie; Shedd, Lindley – Journal of Web Librarianship, 2011
In recent years, libraries have made efforts to create games, often for the purpose of information literacy instruction. Games can provide an interactive alternative to traditional instruction by introducing research tools and resources while also teaching problem solving skills within a collaborative learning environment. Despite the benefits,…
Descriptors: Undergraduate Students, Research Tools, Research Libraries, Information Literacy
Snow, Cason E. – Community & Junior College Libraries, 2010
The ubiquity of video games in today's society presents unique challenges and opportunities for librarians and faculty. A significant subset of video games use historical periods as a setting, some with greater adherence to history than others. Many students are playing these games and bringing preconceived ideas of the historical period to the…
Descriptors: World History, Asian History, Video Games, Libraries