Document Type
Presentation - Oral - to professional peers
Gamification Tools for Libraries
Department
Library
Date of Activity
Summer 6-25-2024
Abstract
During the digital age we are progressing through, finding ways to adapt library services and functions to the current technological demands and trends is necessary. Gamification has arisen as a popular tool to engage students in library instruction, catching their attention and providing added interest. Bethany Howard and Mica Myers provided an overview of the various platforms and software available for library gamification for students. In addition, Bethany Howard discussed her personal experience utilizing gamification at McKee Library for college composition and public speaking research instruction, while Mica Myers discussed her usage of these tools in library student worker training and the classroom. The tools explored in this presentation included Kahoot, Nearpod, Pear Deck, Quizlet, Google Classroom, and in-person gamification.
Recommended Citation
Howard, Bethany and Myers, Mica, "Gamification Tools for Libraries" (2024). Achieve. 2214.
https://knowledge.e.southern.edu/achieve/2214