Description

Our library prides itself on embracing new and innovative ways to encourage students to connect to and utilize the Libraries’ resources and services. In August 2018 we created a library Escape Room, highlighting key resources and technologies to promote library literacy through a game-based, active learning exercise. Escape Rooms are a recent and popular phenomenon. They are a physical adventure game that require participants to complete a series of puzzles or tasks to advance to the next stage and, eventually, to “escape from the room.” The challenges our participants face compel them to engage with various elements of our Makerspace, Virtual Reality, and Digital Media spaces, to investigate the capabilities of Tech Lending items, and even to perform basic database research. The Escape Room has appealed to a diverse range of students, from first-time visitors to power users. We believe that the Escape Room has provided a platform to both help improve academic performance by increased familiarity with the Libraries’ resources, but also provide opportunities for participants to become aware of other services and expertise we offer. We believe that the Escape Room is the first step towards providing a new form of programming, one that incorporates elements of both information literacy and increased awareness of library resources and services into a physical, problem-solving game. We would like to share with you our experiences in developing and implementing this activity.

Start Date

21-3-2019 1:00 PM

End Date

21-3-2019 2:00 PM

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Mar 21st, 1:00 PM Mar 21st, 2:00 PM

The Escape Room: Supporting Student Success Through a Game-based Immersive Experience

Our library prides itself on embracing new and innovative ways to encourage students to connect to and utilize the Libraries’ resources and services. In August 2018 we created a library Escape Room, highlighting key resources and technologies to promote library literacy through a game-based, active learning exercise. Escape Rooms are a recent and popular phenomenon. They are a physical adventure game that require participants to complete a series of puzzles or tasks to advance to the next stage and, eventually, to “escape from the room.” The challenges our participants face compel them to engage with various elements of our Makerspace, Virtual Reality, and Digital Media spaces, to investigate the capabilities of Tech Lending items, and even to perform basic database research. The Escape Room has appealed to a diverse range of students, from first-time visitors to power users. We believe that the Escape Room has provided a platform to both help improve academic performance by increased familiarity with the Libraries’ resources, but also provide opportunities for participants to become aware of other services and expertise we offer. We believe that the Escape Room is the first step towards providing a new form of programming, one that incorporates elements of both information literacy and increased awareness of library resources and services into a physical, problem-solving game. We would like to share with you our experiences in developing and implementing this activity.