Information and digital literacy in education via the digital path
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Information and digital literacy in education via the digital path
Literacy in a digital education world and peripheral issues.
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Copyright the Card Game –

Copyright the Card Game – | Information and digital literacy in education via the digital path | Scoop.it
As part of our work we have developed a new engaging approach to copyright education sessions. For those of you who have ever delivered copyright training, you know it can often be a rather dry subject, that we often have difficulties persuading colleagues to attend. Well that will all be set to change, once you start thinking more creatively about copyright education. Instead of focusing on aspects of the law and thinking about what copyright might stop people from doing, our game encourages them to focus on four positive aspects to copyright. it is based on working in teams to tackle a number of common scenarios. We are looking to add new scenarios to the game all the time, to make it relevant for different types of staff and hope to start working on a version for PhD students.
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Gamified Information Literacy

Gamified Information Literacy | Information and digital literacy in education via the digital path | Scoop.it
As part of the assessment for Digital, Media and Information Literacy, I've created a podcast which discusses Elmborg's Critical Information Literacy: Implication of Instructional Design (2006) and...
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Escape Room Activities in the Library – Canadian School Libraries Journal

Escape Room Activities in the Library – Canadian School Libraries Journal | Information and digital literacy in education via the digital path | Scoop.it
Imagine waking up one day in total darkness, unsure of where you are and unable to remember anything about yourself except your first name. You discover you are trapped in the middle of a maze called the Glade with several other people. Your mission is to find your way out while avoiding the Grievers – your life depends on it.

Or perhaps ….Danger lies before you, while safety lies behind, Two of us will help you, whichever you would find, One among us seven will let you move ahead, Another will transport the drinker back instead, Two among our number hold only nettle wine, Three of us are killers waiting hidden in line.

Both of these are opening scenarios for escape room activities in the library. Creating engaging interactive problem solving activities is an engaging way to connect with your students. Recently Julian Taylor and myself presented Breakouts and Beyond at the OLA Super Conference where we provided a quick overview of what a Breakout or escape room is and some advice on how to implement this type of activity in the library.
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