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

Show full item record

Title: Breaking Out of the Ordinary: Using BreakoutEDU and Escape Rooms in the Academic Library
Author: Fountaine, Lara
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.
Publisher: Association of College & Research Libraries
Date: 2020
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
URI: https://www.lib.ncsu.edu/resolver/1840.20/37503


Files in this item

Files Size Format View Description
Gamification_Ch ... eakingoutoftheOrdinary.pdf 1.678Mb PDF View/Open BreakingOutOfTheOrdinary [PDF]

This item appears in the following Collection(s)

Show full item record