Abstract
Purpose - This paper aims to focus on the usefulness of a library version of the popular television show Jeopardy as an active learning technique for library instruction. Design/methodology/approach - The review considers the effectiveness of Library Jeopardy as an active learning technique in one-shot library instruction. Findings - The benefits arising from the use of Library Jeopardy in the classroom are: it motivates students to actively participate in class and assume more responsibility for learning; it reinforces students' learning of information literacy concepts previously taught, and it adds variety to class sessions by providing a fun environment for instructor and students alike. Practical implications - The focus on a game such as Library Jeopardy demonstrates that instruction librarians can reap the benefits of using this active learning technique as an additional mode of instruction. Originality/value - This paper aids the discussion that educational games can be used as an active learning technique in library instruction.
| Original language | English (US) |
|---|---|
| Pages (from-to) | 381-388 |
| Number of pages | 8 |
| Journal | Reference Services Review |
| Volume | 36 |
| Issue number | 4 |
| DOIs | |
| State | Published - 2008 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
All Science Journal Classification (ASJC) codes
- Library and Information Sciences
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