Abstract

Catching the attention of highly technologically and visually oriented students is a challenge for libraries. The number of students entering the universities is increasing and a face-to-face learning setting is an impossible mission for the few available subject librarians. This paper demonstrates how effective the use of serious game or other web-based interactive elements can be for teaching information literacy. By means of quasi-experimental research the impact that the game Saving Asia on students’ learning is analysed and compared to a web-based online tutorial of the Vrije Universiteit Amsterdam (Free University of Amsterdam). This research demonstrated that the game needs to be improved if it is to fit into the regular curriculum of the university, but interactive elements definitely improve learning results.

Highlights

  • Nowadays technology makes information accessible for everyone everywhere

  • Information literacy training provides students with the tools necessary to efficiently find and correctly use the information needed for learning purposes

  • This paper aims to contribute to the debate by presenting a research project on the effects of using a game and a web-based tutorial on students’ learning which was carried out by the University Library of the Vrije University Amsterdam

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Summary

Introduction

Nowadays technology makes information accessible for everyone everywhere. The art of selecting the best information in a short period of time and using it correctly is called information literacy. Information literacy training provides students with the tools necessary to efficiently find and correctly use the information needed for learning purposes. Acquiring these skills is a process that takes time: during the entire academic period, learners need different types of information that require specific ways of information. The Millennials, the new generation of students that populates the universities, have a new way of processing information. They have a very short attention span and they are more critical about what, when and how they learn (Oblinger, 2005). This paper aims to contribute to the debate by presenting a research project on the effects of using a game and a web-based tutorial on students’ learning which was carried out by the University Library of the Vrije University Amsterdam

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