Redesigning an Information Literacy Course: Engaging Learners with Technology Applications
Abstract: LeTourneau University provides a course in the freshman core called Cornerstones to equip students to think and communicate in their respective disciplines as well as introduce research skills and expectations The Library teaches sessions on orientation and basic research methods The traditional presentation method has proven ineffective based on survey feedback at the end of the sessions for the past three years This generation of learners is heavily involved in digital resources and media This provides librarians with the opportunity to create a technology based learning environment using gamification to engage and increase motivation to actively participate The ADDIE model was used to gamify instructional activities to increase student engagement, motivation, and learning Four competencies were targeted for the information literacy course including library orientation, searching, using information, and evaluating information Once the program is implemented, the Inquiry and Analysis VALUE Rubric will be used to assess the effectiveness of gamification for literacy instruction