libquest introduction the mission brief · student attainment. college and research libraries, 74...

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LibQuest Alison Johnson Liz Jolly Denise Turner TEESSIDE UNIVERSITY www.tees.ac.uk/ Introducon There is a clear and stark correlaon which has been established to demonstrate library user acvity affects degree classificaon. This project – a collaboraon between the Library and the School of Compung – sets out to design an interacve user guide for university students that incorporates the design principles of augmented reality and gamificaon. Gamificaon has been used to some success in higher educaon libraries in the UK, e.g. the Lemon Tree project at Huddersfield and it is envisaged that this project will build on that evidence base and experience; but it will also bring into play augmented reality tools to develop a truly interacve and immersive experience. If we can get library users engaged from the outset there is more opportunity to influence their learning over the duraon of their academic career with us. The project is currently in the tesng and evaluaon phase. The Mission Brief Develop an interacve student user guide to the library that embraces the concept of gamificaon and includes an augmented reality dimension as part of its design principles in engaging an audience. This may take the form of a product or an ‘experience’ and the approach will be explored through the design process. Involve students and staff from a School and a Department working in partnership throughout all aspects of the design pipeline from inial concepts to tesng and realisaon. Provide students with a real-world experience. Affect student engagement, progression and aainment across the university and the achievement of the Learning, Teaching, Student Experience Strategy goal by geng students more involved in using the library. Impact posively upon student retenon by encouraging early development of peer groups through interacve group work. Support the Aims in the Access and widening parcipaon agreement relang to skills development, enhanced student experience and achievement and employability and entrepreneurship. Ensure the product has the potenal for transferability and scalability across the University. The problem was clearly idenfied. Students were not engaging with the library inducon and were finding the process dull. Working in partnership was key to the approach and this is exemplified in the University’s Learning, Teaching & Student Experience Strategy. Focus groups were established with staff and students. Tesng and refining ideas was an essenal part of the process to ensure the student learning experience and journey through the ‘mission’ was coherent and fun. The partnership between student and staff has delivered an enhanced product. Moreover, students have played a part in the design of the game giving them valuable experience of a real world project. The term LibQuest came about from direct student engagement with the project. Too much informaon. Felt as if you are chained in, held capve. Held in a dull environment, another person droning on. I believe that these learning quests are great… I’m able to locate books with more ease. …It gave me a chance to talk to new people. References Bickley, R. and Corrall, S. (2011) ‘Student percepons of staff in the Informaon Commons: a survey at the University of Sheffield,’ Reference Services Review, 39(2), pp. 223–243. Broussard, M. J. S. (2012) ‘Digital games in academic libraries: a review of games and suggested best pracces’, Reference Services Review, 40(1), pp. 75-89. Jeffrey, L. (2009) ‘Bridging the gap: the importance of inducon in underpinning informaon literacy,’ SCONUL Focus, 48, pp. 10-12. Morgan, K. and Walton, G. (2008) ‘InfoZone: an encing Library and IT inducon?,’ Journal of Informaon Literacy, 2, pp.94-105. Okolo, S.N., Pimenidis, E., McDonald, A. (2008) ‘The Library Game – using creave games technology to develop the library, learning and informaon skills of our students – the story so far ‘ SCONUL Focus 43 (Spring) 33-36 Stone, Graham and Ramsden, Bryony (2013) Library Impact Data Project: looking for the link between library usage and student aainment. College and Research Libraries, 74 (6). pp. 546-559 Walsh, Andrew (2014) ‘The potenal for using gamificaon in academic libraries in order to increase student engagement and achievement’, Nordic Journal of Informaon Literacy in Higher Educaon, 6 (1). pp. 39-51. Weaver, M. (2013) ‘Student journey work: a review of academic library contribuons to student transion and success,’ New Review of Academic Librarianship, 19(2), pp. 101–124. Whion, Nicola. (2010) “Learning with digital games.” A praccal guide to engaging students in higher educaon, Routlege, UK. Pimenidis, E. (2007). Developing a computer game for university library inducon. In The European Conference on Games Based Learning (p. 215). Academic Conferences Limited. Whion, N. (2014). Digital Games and Learning: Research and Theory. Routledge. Student groups are presented with a mission guide, which sets out the tasks. Guidance is included in the guide. Student groups are issued with iPads or use other mobile devices. This is integral to their experience and the first QR code sets them on a defined route through the game. Games and quests are embedded to challenge the students, such as the tumbler game set against the clock to help students understand the Dewey Decimal System. The Subject Librarians appear as animated avatars and spring into life with key messages when the iPad scans the name on their office door. The digital quests are interspaced with physical challenges such as the making of the LibQuest hat which is posted on the selfie gallery. We are sll evaluang the user experience, but inial feedback indicates an improved process. Process Game

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LibQuest Alison JohnsonLiz JollyDenise Turner

TEESSIDE UNIVERSITY

www.tees.ac.uk/

IntroductionThere is a clear and stark correlation which has been established to demonstrate library user activity affects degree classification. This project – a collaboration between the Library and the School of Computing – sets out to design an interactive user guide for university students that incorporates the design principles of augmented reality and gamification. Gamification has been used to some success in higher education libraries in the UK, e.g. the Lemon Tree project at Huddersfield and it is envisaged that this project will build on that evidence base and experience; but it will also bring into play augmented reality tools to develop a truly interactive and immersive experience. If we can get library users engaged from the outset there is more opportunity to influence their learning over the duration of their academic career with us.

The project is currently in the testing and evaluation phase.

The Mission BriefDevelop an interactive student user guide to the library that embraces the concept of gamification and includes an augmented reality dimension as part of its design principles in engaging an audience. This may take the form of a product or an ‘experience’ and the approach will be explored through the design process. Involve students and staff from a School and a Department working in partnership throughout all aspects of the design pipeline from initial concepts to testing and realisation. Provide students with a real-world experience.Affect student engagement, progression and attainment across the university and the achievement of the Learning, Teaching, Student Experience Strategy goal by getting students more involved in using the library. Impact positively upon student retention by encouraging early development of peer groups through interactive group work.Support the Aims in the Access and widening participation agreement relating to skills development, enhanced student experience and achievement and employability and entrepreneurship.Ensure the product has the potential for transferability and scalability across the University.

The problem was clearly identified. Students were not engaging with the library induction and were finding the process dull.

Working in partnership was key to the approach and this is exemplified in the University’s Learning, Teaching & Student Experience Strategy.

Focus groups were established with staff and students.

Testing and refining ideas was an essential part of the process to ensure the student learning experience and journey through the ‘mission’ was coherent and fun.

The partnership between student and staff has delivered an enhanced product. Moreover, students have played a part in the design of the game giving them valuable experience of a real world project.

The term LibQuest came about from direct student engagement with the project.

Too much information. Felt as if you are chained in, held captive. Held in a dull environment, another person droning on.

I believe that these learning quests are great…I’m able to locate books with more ease.…It gave me a chance to talk to new people.

ReferencesBickley, R. and Corrall, S. (2011) ‘Student perceptions of staff in the Information Commons: a survey at the University of Sheffield,’ Reference Services Review, 39(2), pp. 223–243. Broussard, M. J. S. (2012) ‘Digital games in academic libraries: a review of games and suggested best practices’, Reference Services Review, 40(1), pp. 75-89.Jeffrey, L. (2009) ‘Bridging the gap: the importance of induction in underpinning information literacy,’ SCONUL Focus, 48, pp. 10-12.Morgan, K. and Walton, G. (2008) ‘InfoZone: an enticing Library and IT induction?,’ Journal of Information Literacy, 2, pp.94-105. Okolo, S.N., Pimenidis, E., McDonald, A. (2008) ‘The Library Game – using creative games technology to develop the library, learning and information skills of our students – the story so far ‘ SCONUL Focus 43 (Spring) 33-36Stone, Graham and Ramsden, Bryony (2013) Library Impact Data Project: looking for the link between library usage and student attainment. College and Research Libraries, 74 (6). pp. 546-559Walsh, Andrew (2014) ‘The potential for using gamification in academic libraries in order to increase student engagement and achievement’, Nordic Journal of Information Literacy in Higher Education, 6 (1). pp. 39-51.Weaver, M. (2013) ‘Student journey work: a review of academic library contributions to student transition and success,’ New Review of Academic Librarianship, 19(2), pp. 101–124. Whitton, Nicola. (2010) “Learning with digital games.” A practical guide to engaging students in higher education, Routlege, UK.Pimenidis, E. (2007). Developing a computer game for university library induction. In The European Conference on Games Based Learning (p. 215). Academic Conferences Limited.Whitton, N. (2014). Digital Games and Learning: Research and Theory. Routledge.

Student groups are presented with a mission guide, which sets out the tasks. Guidance is included in the guide.

Student groups are issued with iPads or use other mobile devices. This is integral to their experience and the first QR code sets them on a defined route through the game.

Games and quests are embedded to challenge the students, such as the tumbler game set against the clock to help students understand the Dewey Decimal System.

The Subject Librarians appear as animated avatars and spring into life with key messages when the iPad scans the name on their office door.

The digital quests are interspaced with physical challenges such as the making of the LibQuest hat which is posted on the selfie gallery.

We are still evaluating the user experience, but initial feedback indicates an improved process.

Process

Game