Breaking Out of the Ordinary: Using BreakoutEDU and Escape Rooms in the Academic Library
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Date
2020
Authors
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Publisher
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