Edmon Lore: Reimagining Library Orientation Through Gameful Design

dc.contributor.authorReiter, Holly
dc.contributor.authorRosser, Chris
dc.date.accessioned2025-01-29T20:13:44Z
dc.date.available2025-01-29T20:13:44Z
dc.date.issued2024-11-08
dc.description.abstractOrygma is an innovative, gamified initiative that transforms traditional library orientation and information literacy instruction. By blending fictional University lore with real-world research tasks, Orygma creates an immersive learning experience that playfully engages students as they learn about library spaces and services and develop crucial information literacy skills. Lore incorporates real-life elements as part of its fiction, so playing with fictive University lore enables us to manufacture information needs that connect with current and historical events, actual people, scientific discoveries, and news headlines in the “real world.” By gamifying library orientation, we're empowering students with durable skills and inspiring them to become curious, capable researchers from their first semester on campus. Orygma transforms information literacy instruction, fostering a love for discovery that will serve students throughout their academic careers and beyond. This presentation will demonstrate how Orygma leverages storytelling, exploration, and collaborative problem-solving to enhance student engagement and learning outcomes. This idea intends to “level up” what we previously built by expanding the gamified aspects, deepening the story, and enhancing student engagement. Participants in this session will explore how Orygma: -Integrates physical and digital library spaces into a cohesive learning journey Utilizes a flexible, multi-modal approach to accommodate diverse ways of learning -Incorporates real-world research tasks that contribute to an evolving narrative -Employs gamification techniques to motivate and inspire student participation -Assesses learning outcomes through integrated feedback mechanisms -Integrates Generative AI to enhance play as a medium for learning by dynamically creating personalized puzzles, adapting storylines, and providing instant, contextual feedback to players
dc.description.peerreviewNo
dc.identifier.citationRosser, C., & Reiter, H. (2024, November 8). Edmon Lore: Reimagining Library Orientation through Gameful Design [Presentation]. OK-ACRL Annual Conference, Tulsa, OK, United States.
dc.identifier.orcid0000-0001-5620-1408 (Holly Reiter)
dc.identifier.orcid0009-0006-8132-258X (Chris Rosser)
dc.identifier.urihttps://hdl.handle.net/11244/340732
dc.relation.ispartofseriesOK-ACRL 2024 Annual Conference
dc.rightsAll rights reserved by the author, who has granted UCO Chambers Library the non-exclusive right to share this material in its online repositories. Contact UCO Chambers Library's Digital Initiatives Working Group at diwg@uco.edu for the permission policy on the use, reproduction or distribution of this material.
dc.subject.keywordsLibrary orientation
dc.subject.keywordsInformation literacy
dc.subject.keywordsGamification
dc.titleEdmon Lore: Reimagining Library Orientation Through Gameful Design
dc.typePresentation

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