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Study room time machine: Creating a virtual library escape game during COVID
College & Undergraduate Libraries Pub Date : 2021-09-13 , DOI: 10.1080/10691316.2021.1975341
Chris Kretz 1 , Claire Payne 1 , Dana Reijerkerk 1
Affiliation  

ABSTRACT

In Summer 2020, Stony Brook University Libraries had to envision an online library orientation strategy for incoming students due to COVID-19. As part of a virtual welcome program, librarians and staff collaborated across departmental lines to design and create a virtual library escape room called “Study Room Time Machine” (SRTM), a time travel narrative using Google products that incorporated different library resources and Special Collections and University Archival materials. This case study details the development of the game, the thinking behind it, and an overview of the game’s initial eight weeks. Included is an assessment of the game’s use by the targeted audience and lessons learned about implementing this type of game within a library setting.



中文翻译:

自习室时光机:在 COVID 期间创建虚拟图书馆逃生游戏

摘要

2020 年夏季,由于 COVID-19,石溪大学图书馆不得不为即将入学的学生设想一个在线图书馆定位策略。作为虚拟欢迎计划的一部分,图书馆员和工作人员跨部门合作设计和创建了一个名为“Study Room Time Machine”(SRTM) 的虚拟图书馆逃生室,这是一个使用 Google 产品的时间旅行叙述,其中包含不同的图书馆资源和特殊馆藏和大学档案材料。本案例研究详细介绍了游戏的开发、背后的想法以及游戏最初八周的概述。其中包括对目标受众对游戏使用情况的评估,以及在图书馆环境中实施此类游戏的经验教训。

更新日期:2021-09-13
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