James Madison University JMU Scholarly Commons Libraries Libraries & Educational Technologies 10-26-2012 Mystery at the Library: An Orientation Game for JMU Engineering Students Kelly Giles James Madison University, [email protected] Andrew Evans James Madison University, [email protected] Follow this and additional works at: http://commons.lib.jmu.edu/letfspubs Part of the Library and Information Science Commons Recommended Citation Giles, K. & Evans, A. “Mystery at the Library: An Orientation Game for JMU Engineering Students.” Presented at the Virginia Library Association Annual Conference. Williamsburg, VA. Oct. 26, 2012. This Poster is brought to you for free and open access by the Libraries & Educational Technologies at JMU Scholarly Commons. It has been accepted for inclusion in Libraries by an authorized administrator of JMU Scholarly Commons. For more information, please contact [email protected]. Mystery at the Library Kelly Giles, Applied Sciences Librarian Andrew Evans, Library Assistant Rose Library, James Madison University An Orientation Game for JMU Engineering Students `Goals `Implementation A mystery game was developed by the Applied Sciences Librarian to help Engineering freshmen become familiar with Rose Library and library tasks Instructions and suspect profiles were provided to students via the Blackboard group for Engineering 101. After finding the clues hidden in the library and hacking into a RefWorks account belonging to the thief, players had the that new users often find confusing. This game was intended to be an engaging hands-on activity that students could complete at their own pace. information they needed to solve the mystery. To complete the game, players answered a brief Blackboard quiz using information from the clues. This quiz tracked participation so students could receive credit for the activity. `Development `Response A rough version of the mystery game was created during the summer of 2010. Development involved deciding which library tasks (e.g. finding the reference section) to include in the game, then creating the story. Most respondents recommended that the game be used again. Staff at Rose went through the clues and provided feedback leading to a more streamlined version of the game, which debuted in the fall of 2010 as a homework assignment for Engineering 101 students. While the activity was largely successful, student Name: Lucida Sans Occupation: President, Nikola Tesla Fan Club Favorite Author: Neal Stephenson Research Interests: Perpetual Motion Machines, Photography 50% 40% 30% 20% 10% 0% Yes, II recommend recommend itit Maybe, Maybe,ififsome somechanges changesare aremade made No, do not not recommend recommend itit No, II do When asked to describe what they had learned from the game, the most common answers were about the layout of the library and how to find books. Do you know how to perform the following tasks at [Rose Library] or online? “It was pretty exciting looking for [clues] around the library.” 100% 80% 70% “It was fun!” 60% 50% “I learned that all the librarians are willing to help.” 40% 30% 20% 10% 0% Get Get an an item item that that isis on on reserve reservefor foryour yourclass class Find the book you want on Find Find the the reference reference section section the theshelves shelvesininthe thelibrary library (dictionaries & encyclopedias) Agree/ Strongly Agree (Before) Get help from a library worker worker Look books Look up up a book in in thethe JMU JMUlibrary librarycatalog catalog Log in to RefWorks Agree/ Strongly Agree (After) `Conclusion The Mystery at the Library activity succeeded in helping Engineering freshmen become more familiar with Rose Library. Most students also reported enjoying the game. Input from both students and 100% 90% 80% 70% comments and the observations of librarians and desk staff helped identify areas for improvement. The instructions were revised and a particularly cryptic clue was replaced for the fall 2011 version of the game. 60% increase was seen with the task that students felt most familiar with before the game, getting help from a library worker. Reaction to the game was favorable. A majority of respondents agreed that it was fun and helpful. 90% Engineering students. A series of clues dropped by the thief would lead players through the library and provide hints about the thief ’s plans. 70% Online surveys were distributed to students before and after the fall 2011 mystery game activity. Of the 123 students in the class, 55 completed the “before” survey and 58 completed the “after” survey. The “after” survey showed an increase in student familiarity with each of the listed tasks. For most tasks, the change was dramatic. A modest Name: Georgia Garamond Occupation: Librarian, Miskatonic University Favorite Author: Fyodor Dostoyevsky Research Interests: Astronomy, Russian History, Tunguska Event The theft of a rare book – a fictional notebook that belonged to real-life inventor Nikola Tesla – seemed an appropriate crime for a library setting. Tesla was selected as a historic figure likely to interest One of the most common suggestions was to make the game longer, with more clues and more exploration of the library building. Would you recommend that this activity be used with other classes? desk staff was valuable in identifying areas for 60% improvement in the game. 50% 40% 30% 20% 10% 0% II had had fun fun with with this this activity activity I learned the library I learned aboutabout the library from this from this activity activity Agree/ Strongly Agree feel more comfortable feel more comfortable asking I feelImore comfortable usingusing the library I feelI more comfortable asking for help at the library nowI did before for at now the library now than the help library than Inow did before Neither Agree nor Disagree Disagree/ Strongly Disagree The mystery game did require more planning and preparation than a traditional scavenger hunt or library tour. Further studies may include comparing the effectiveness and popularity of the game to other library orientation activities.
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