Post by Lora Poser-Brown
ET
Squires, T. (2016). "Engaging students through gamification." American libraries. March 1, 2016. https://americanlibrariesmagazine.org/2016/03/01/engaging-students-through-gamification/
Overview: After instituting a game based library reading and writing program, the school library attained an 80% student participation level. Since the program was entirely voluntary, the success has been attributed to the opportunity to compete, collaborate, build non-classroom relationships with school staff, and the simple please of playing a game.
Analysis: The school library made itself a relevant, enjoyable place to be by making learning and exploring the library a game. While creating the game was labor intensive, the success was well worth the effort in staff eyes. Furthermore, the improvement in school morale and quality relationships has been viewed positively by the school community.
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