To Reveal Research Topics, Play This Card Game

June 25, 2017

Instead, Baglier and her colleague, associate university librarian Michelle Leonard, have developed a simple card game called Keywords to Mastery to help their students connect the right keywords to topics and find appropriate library resources. This interactive session, sponsored by ALA’s Games and Gaming Round Table, introduced Keywords to Mastery to attendees, who were broken up into … Continue reading To Reveal Research Topics, Play This Card Game


Attendees at the Gaming As Meaningful Education conference try out new tabletop games for the classroom.

Playing Games with Curriculum Development

September 27, 2016

Conference cochair Christopher Harris, director of the Genesee Valley (N.Y.) School Library System and editorial director of Play Play Learn, stressed that games should not just be played, they should be treated as any other curriculum-aligned instructional resource. He looked at considerations for selecting games, thoughts on how to align games with the curriculum, and … Continue reading Playing Games with Curriculum Development




From left: Joelle Pitts, Camille Chesley, Jami Schwarzwalder, Kelly Sattler, and Jeff Lacy

Gamification for Teens and College Students

June 27, 2016

The panel included: moderator Breanne Kirsch, public services librarian at the University of South Carolina Upstate in Spartanburg; Joelle Pitts, instructional design librarian at Kansas State University Library in Manhattan, Kansas; Camille Chesley, reference and instruction librarian at the University of Montevallo in Alabama; Jami Schwarzwalder, teen librarian at South Hill Pierce County (Wash.) Library; … Continue reading Gamification for Teens and College Students


A billboard of Conquest of the Realm maps.

Engaging Students through Gamification

March 1, 2016

In 2015, teacher-librarian Tasha Squires of O’Neill Middle School in Downers Grove, Illinois, entered the Follett Challenge, an annual contest from Follett School Solutions that showcases schools with innovative methods for learning 21st-century skills. O’Neill Middle School won the grand prize—$60,000—and has used the funding to enhance its reading and writing program. Here, Squires explains … Continue reading Engaging Students through Gamification


David Gibson. (Photo: Geo. Willeman/Library of Congress)

Bookend: Game On

November 1, 2015

David Gibson, a moving image technician, is LC’s videogame steward, and he earned the role by chance. “I was the youngest person in the office, so they gave me the job,” he says, laughing. He does credit gaming as a youth and while in graduate school with providing a background to archive the 4,000 videogame … Continue reading Bookend: Game On


Academic Tools

October 30, 2015

Games to test college-level writing Toolwire develops, delivers, and supports immersive learning tools for online and blended learning courses. It’s a new name in game-based learning, but it is already earning accolades for the new directions it’s taking to enhance the educational gaming experience. Through customer feedback and user testing, Toolwire learned that a game’s … Continue reading Academic Tools


Abby Johnson

A Place for Play

September 10, 2015

There is a wide range of possibilities, no matter what your budget may be. An amazing play space can make your library a destination for young patrons, as it has at the Barrington Area (Ill.) Library (BAL), where open-ended activities engage a variety of age groups and encourage adult-child interaction. BAL’s activities and spaces in … Continue reading A Place for Play


G. Willow Wilson at the ACRL 2015 conference

ACRL 2015 Conference Record Opening

March 26, 2015

G. Willow Wilson, creator of the Ms. Marvel comic series starring a Muslim superhero named Kamala Khan, headlined the opening session. A prize-winning fantasy author and journalist, Wilson is an American convert to Islam who has lived in both the US and Egypt. Wilson said she initially figured the Ms. Marvel series would run no … Continue reading ACRL 2015 Conference Record Opening


Bohyun Kim

Gamification as a Tool

March 13, 2015

If we can experience game aesthetics in real life, as well as in front of a video console or a computer screen, why wouldn’t we? If everyday drudgery, dull learning experience, and stressful tasks can be ameliorated with the application of game dynamics and mechanics, wouldn’t that be a great thing? In discussing Chore Wars … Continue reading Gamification as a Tool


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Rolling the Dice in an Academic Library

December 1, 2014

Admittedly, that last event may not be a traditional academic library service. But at Briggs, we’ve supplemented those traditional services by staying open until late in the evening one Friday every month to offer students the chance to unwind at Game Night @ Briggs Library. During Game Night, students can set aside their papers and … Continue reading Rolling the Dice in an Academic Library