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In an effort to minimize student boredom while learning library information, Jacksonville State University (JSU) librarians implemented gamification―introducing game mechanics into non-game environments―which studies have shown can increase engagement and motivation, and in turn, improve learning across age groups and settings. JSU librarians Karlie Loren Johnson and Kimberly Westbrooks analyzed their results in “Quelling the Boredom with Alternative Instruction: Augmented Reality, Escape Kits, and Scavenger Hunts.”
Many accessibility options are available to academic librarians and library workers, but the costs involved in training staff, reworking spaces, and purchasing tools can be limiting. It therefore falls on each library to best allocate their resources. In order to bring to light possible approaches, Osama Youssef Smadi, associate professor of special education at the Imam Muhammad bin Saud Islamic University in Saudi Arabia, surveyed students with disabilities. In the 2021–22 academic year, 160 students with physical, health, visual, and hearing disabilities registered with the university’s Special Needs Services Center.
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