Becoming the DM of library instruction: How to gamify your instruction using augmented reality
Short Session Description. Many academic libraries are feeling the pressure to increase their library instruction, and are turning to online methods - such as worksheets or tutorials - to reach a wider audience. Librarians at one institution, however, have gone a different route, using augmented reality to gamify their library instruction. This active learning experience engages new students in a myths and monster hunt through the library and its resources, meeting the same learning outcomes as traditional, in-person instruction. In this session, attendees will learn how this was accomplished, and will try their hand at creating their own storyline and beginning to craft a scalable, engaging instructional experience, including determining learning objectives and beginning to choose a game format.
Session Format & Style. Hands-on workshop
Takeaways. Attendees will leave with an understanding of how to create their own gamified learning experience using augmented reality, as well as a basic storyline specific to their own institutions. A digital handout will be provided guiding attendees through the process (identifying student learning outcomes, developing a story, selecting an app, creating triggers and instructional content), and attendees will have the chance to begin crafting their own instructional game.
Organization. Fully formed.
Contact Information. Amber Sewell - asewell1@vols.utk.edu and Charissa Powell - charissa@utk.edu
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