Level up your Library Instruction through Games
Ally Addison Schauer, Elaine Settergren, LITA 2015
● Understand how Twine and Camtasia Studio softwares can be used for Library Instruction games
● Understand game design process and strategies
The Unwritten Rules of College
a grass-roots assessment project of 25,000 students at 27 institutions in seven countries. Results showed that a simple approach can yield big results. Making the process of teaching and learning explicit to students — especially those who don’t know what to expect
Professors who have signed on to the project consider three questions when creating assignments: what, exactly, they’re asking students to do (the “task”); why students have to do it (the “purpose”); and how the work will be evaluated (the “criteria”).
play as game/gamification in the creative process
Please look at our blog entries on gaming and gamification: http://blog.stcloudstate.edu/ims/?s=gamification
Where andragogy grew out of the term pedagogy, heutagogy was created as an offshoot of andragogy. We see that in Hase and Kenyon’s 2000 article entitled, “From Andragogy to Heutagogy.” Heutagogy maintains the andragogical learner-centered emphasis, but takes it a step further by also highlighting the importance of develop the skills necessary to learn on one’s own. As such, heutagogy is often described as the study of self-determined or self-directed learning. It is not just about learning content, but also learning how to learn. It is an especially relevant approach in the digital age, given the vast amount of content and resources available to anyone with a device and Internet access.