图书馆中的场所、空间和面向对象的学习方法,使用幽灵和怪物创造安全的学习空间。

J. Paton
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引用次数: 0

摘要

通过以场所为导向的学习和数字学习理论,特别关注可访问性和历史上被排斥群体的包容,对逃脱房间风格的游戏对高等教育学生体验图书馆的方式的影响的实际反映。我们专注于两个Escape Room风格的活动,一个是实体的,一个是由一线图书馆工作人员开发的数字活动,以支持在大学图书馆环境中引导学生,并反思活动的目标、发展和影响。
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Place, space and object oriented learning methods within the Library using ghosts and monsters to create safe spaces for learning.
A practical reflection of the impact of Escape Rooms style games both physical and digital on the way HE students experience the Library, examined through the lens of place oriented learning and digital learning theories with a particular focus on accessibility and the inclusion of historically excluded groups.We focus on two Escape Room style events, one physical, one digital developed by frontline library staff to support the induction of students in a University Library setting and reflect upon the aims, development and impact of the events.
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