Abstract

Gamification techniques have become very popular as tools of library instruction. Union Presbyterian Seminary developed an escape room as a voluntary information literacy program. Our goals were to help students hone their skills with the library's databases, discover resources within the reference room, reinforce their citation skills, and remind them that finding information is fun. Creating the escape room began with an idea and ended with its assessment and plans to offer it again. In between was a process in which we learned how to develop the story, build the necessary structures, marketed and host the event.

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