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

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dc.contributor.author Fountaine, Lara
dc.date.accessioned 2020-05-08T19:59:22Z
dc.date.available 2020-05-08T19:59:22Z
dc.date.issued 2020
dc.identifier.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 en_US
dc.identifier.isbn 9780838947876-0838947875
dc.identifier.uri https://www.lib.ncsu.edu/resolver/1840.20/37503
dc.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. en_US
dc.description.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. en_US
dc.language.iso en_US en_US
dc.publisher Association of College & Research Libraries en_US
dc.subject Games en_US
dc.subject first year experience en_US
dc.subject social learning en_US
dc.subject escape room en_US
dc.subject information literacy en_US
dc.title Breaking Out of the Ordinary: Using BreakoutEDU and Escape Rooms in the Academic Library en_US
dc.type Book chapter en_US


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