scholarly journals A case study for teaching information literacy skills

2009 ◽  
Vol 9 (1) ◽  
Author(s):  
Karla V Kingsley ◽  
Karl Kingsley
Author(s):  
Fang Chiong (Patrick) Pu ◽  
Su Yian Kho ◽  
Ke Khoon Low ◽  
Amy Chou

As a discipline-neutral entity, knowledge exchange, and nexus of the university, the National University of Singapore (NUS) Libraries is the ideal conduit for bringing together faculties and departments to facilitate cross-disciplinary education and research. This case study gives a detailed walkthrough on the creation and design of the Research Skills Framework (RSF), which forms the backbone for all information literacy programmes (ILPs), specifically the flagship Researcher Unbound (RU) programme and RU Symposium, and shares challenges faced and future improvement plans. The exploration, design, and continual improvement of the programme ensured that NUS Libraries provides relevant and timely research support and enhances the digital information literacy skills of the NUS community. This programme continues to be a work in progress drawn from participants' feedback, attendance, experience, and insights from seven semestral runs and cumulative total of 172 workshop sessions.


2009 ◽  
Vol 49 (2) ◽  
pp. 140-150 ◽  
Author(s):  
Mark Emmons ◽  
Elizabeth B. Keefe ◽  
Veronica M. Moore ◽  
Rebecca M. Sánchez ◽  
Michele M. Mals ◽  
...  

2017 ◽  
Vol 45 (2) ◽  
pp. 314-331 ◽  
Author(s):  
Andrew Kearns ◽  
Breanne A. Kirsch ◽  
Virginia Cononie

Purpose This paper aims to describe a successful outreach to transfer students through an interactive information literacy game. While the main purpose of the game is to introduce students to research and university library resources, it also allows for an analysis of incoming students’ information literacy skills. Design/methodology/approach This case study outlines the evolution of the game from a test-like tutorial administered through the Blackboard course management system to an interactive game in two iterations, describing the game in relation to game design and best practices and discussing how the artwork for the game was created. An analysis of data from student answers to the game questions over time shows what librarians have learned about the information literacy skills of incoming transfer students. Finally, student feedback about the game collected through a survey is presented along with ideas for future modifications. Findings This paper provides insights into the design and creation process of an interactive information literacy game and a model for how similar games can help librarians assess students’ information literacy skills. Practical implications Transfer students are hard to reach as a group at many institutions. An interactive game targeted to transfers during the admissions process is a potentially effective way to reach out to them. Originality/value This paper brings together two important issues in the library literature: how to reach out to transfer students and educational library games. Librarians involved with these issues will benefit from the paper’s insights and practical advice.


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