The amazing library race Developing students' media and information literacy skills through games

Main Article Content

Joseph Marmol Yap Janice Penaflor

Abstract

In this time of disinformation and misinformation, libraries remain a reliable source of truthful and factual information. As they fervently support the agenda of lifelong learning, libraries recognise that there are various influences that redefine the process of student learning. Admittedly, librarians need to be more creative in motivating post-millennial students to help them fully develop their Media and Information Literacy (MIL) skills.


 


This paper explores how games are adopted and utilised by academic libraries as an interactive approach to entice students to learn essential MIL competencies. It shows how games can be a viable tool not only to deliver information literacy (IL) instruction in a collaborative learning environment but to also effectively engage and attract students to use the library resources and services. While the use of games is not novel, the way it is delivered and re-purposed to meet MIL competencies is vital for today’s young generation of learners. This report demonstrates how two academic libraries in the Philippines and Kazakhstan were able to embed MIL skills through a library race challenge. Furthermore, this paper discusses the practical steps undertaken in the preparation of the game as well as the observations made during and after the activity was conducted. From this, other libraries may gain insights and best practices on how to leverage this method to further champion MIL in their own communities.

Article Details

How to Cite
YAP, Joseph Marmol; PENAFLOR, Janice. The amazing library race. Journal of Information Literacy, [S.l.], v. 14, n. 1, p. 66-82, june 2020. ISSN 1750-5968. Available at: <https://ojs.lboro.ac.uk/JIL/article/view/PRJ-V14-I1-1>. Date accessed: 19 sep. 2020. doi: https://doi.org/10.11645/14.1.2708.
Section
Project reports