Campus Clue: Habituating Students to the Information Search Process via Gaming

Escape rooms have become very popular with the public in the past few years. Outside of the for-profit sector many grade schools and public libraries have used them to teach and entertain. This article shows how an academic library was able to successfully use the popularity of escape rooms and thei...

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Bibliographic Details
Main Author: Megan Mac Gregor
Format: Article
Language:English
Published: University Library System, University of Pittsburgh 2018-11-01
Series:Pennsylvania Libraries: Research & Practice
Online Access:https://palrap.org/ojs/index.php/palrap/article/view/172
Description
Summary:Escape rooms have become very popular with the public in the past few years. Outside of the for-profit sector many grade schools and public libraries have used them to teach and entertain. This article shows how an academic library was able to successfully use the popularity of escape rooms and their teaching advantages to create an escape experience for students. By creating an experience that remained true to the original purpose of escape rooms, but which spanned the whole campus rather than one room, players learned about the library and other campus services by solving a series of ciphers and riddles.
ISSN:2324-7878