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Escape [to] the Library: reframing the Library Induction

Chesworth

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Authors

Chesworth



Abstract

Piloting the use of an escape room activity as a subject specific library induction provides an opportunity to advance beyond imparting knowledge to demonstrating the attainment of higher order thinking skills, such as, analysis through engagement with the puzzles, and evaluation and reflection from the debrief following the success (or failure) of the activity. Gamification is generally used to encourage extrinsic motivation through rewards, though the overwhelmingly positive feedback from the pilot shows that using game design elements helps encourage intrinsic motivation where playing the game is its own reward. Whilst successful, the pilot came with challenges and limitations, such as, scheduling and timing, though still begs the question, is this the future of library induction?

Acceptance Date Mar 19, 2019
Publication Date Sep 30, 2019
Publicly Available Date Mar 28, 2024
Journal Journal of Academic Development and Education
Print ISSN 2051-3593
DOI https://doi.org/10.21252/aw5m-sp38
Keywords Escape Room, Library Induction, Gamification, Gamified Learning
Publisher URL https://doi.org/10.21252/aw5m-sp38

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