An Educational Adventure Game for Teaching Information Literacy and Student Engagement

dc.contributor.authorKwak, Myungjae
dc.contributor.authorKoohang, Alex
dc.contributor.authorFloyd, Kevin
dc.contributor.authorChoi, Anthony
dc.date.accessioned2017-12-28T01:54:14Z
dc.date.available2017-12-28T01:54:14Z
dc.date.issued2018-01-03
dc.description.abstractThe focus of games has broadened beyond entertainment purposes to serve as a vital tool in other areas including education, business, and health. In this paper, a 2D educational adventure game is presented and evaluated. The purpose of the game is to teach college students several important aspects of information literacy. Students are expected to become comfortable with various concepts of information literacy such as keyword searches, identifying sources, and proper reference citing. To better engage students, the game progresses around an interesting adventure story and uses seven mini games designed to teach basic information literacy concepts. The evaluation results show a very promising future for the game.
dc.format.extent10 pages
dc.identifier.doi10.24251/HICSS.2018.457
dc.identifier.isbn978-0-9981331-1-9
dc.identifier.urihttp://hdl.handle.net/10125/50345
dc.language.isoeng
dc.relation.ispartofProceedings of the 51st Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectGame System Design and the Digital Economy
dc.subjectEducational Game, Engagement, Gamification, Information Literacy
dc.titleAn Educational Adventure Game for Teaching Information Literacy and Student Engagement
dc.typeConference Paper
dc.type.dcmiText

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