Breaking Out of the Ordinary: Using BreakoutEDU and Escape Rooms in the Academic Library

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Date

2020

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Association of College & Research Libraries

Abstract

By using library resources and services, you can design escape rooms, or similar activities, for instructional use. In this chapter, the author explores some of the ways you can incorporate them, describes a specific case study, and discusses its application to information literacy, along with some additional uses.

Description

Book chapter included in the edited volume Games and Gamification in Academic Libraries. Redistributed under a Creative Commons Attribution-Non-Commercial-Share Alike license.

Keywords

Games, first year experience, social learning, escape room, information literacy

Citation

Fountaine, Lara (2020). "Breaking Out of the Ordinary: Using BreakoutEDU and Escape Rooms in the Academic Library." in Crowe, S., & Sclippa, E. (eds). Games and gamification in academic libraries. Chicago, IL: Association of College & Research Libraries, pp. 177 - 189

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