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Denise Turner @dturner Alison Johnson Liz Jolly Teesside University Augmented Reality, Avatars and Paper Hats: Engaging Students in their Learning
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Augmented reality, avatars and paper hats: engaging students in their learning - Denise Turner

Jul 15, 2015

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Page 1: Augmented reality, avatars and paper hats: engaging students in their learning - Denise Turner

Denise Turner @dturnerAlison JohnsonLiz JollyTeesside University

Augmented Reality, Avatars and Paper Hats: Engaging Students in their Learning

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Background

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“Too much information. Felt as if you are chained in, held captive. Held in a dull environment, another person droning on.”

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Mission Brief

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Development

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Project Brief

Funding Secured

Advisory Group

Established

Student Focus

Groups

Students as contributors

Delivery

Evaluation

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Playing The Game

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Start

Task 1

Task 2

Task 3

Task 4

MISSION

COMPLETE

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Reflection and Future

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The Reward

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Mission Complete

Thank you

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References

• Bickley, R. and Corrall, S. (2011) ‘Student perceptions of staff in the Information Commons: a survey at the University of Sheffield,’ Reference Services Review, 39(2), pp. 223–243.

• Broussard, M. J. S. (2012) ‘Digital games in academic libraries: a review of games and suggested best practices’, Reference Services Review, 40(1), pp. 75-89.

• Jeffrey, L. (2009) ‘Bridging the gap: the importance of induction in underpinning information literacy,’ SCONUL Focus, 48, pp. 10-12.

• Morgan, K. and Walton, G. (2008) 'InfoZone: an enticing Library and IT induction?,' Journal of Information Literacy, 2, pp.94-105.

• Morgan, N. and Davies, L. (2004) ‘Innovative induction: introducing the Cephalonianmethod.’ SCONUL Focus, 32, pp. 4-8.

• Walsh, Andrew (2014) ‘The potential for using gamification in academic libraries in order to increase student engagement and achievement’, Nordic Journal of Information Literacy in Higher Education, 6 (1). pp. 39-51.

• Weaver, M. (2013) 'Student journey work: a review of academic library contributions to student transition and success,' New Review of Academic Librarianship, 19(2), pp. 101–124.

• Whitton, N. and Moseley, A. (2012) Using Games to Enhance Learning and Teaching: a Beginner’s Guide. London: Routledge.