Jeopardy! as an e-Pedagogy to Gamify Information Literacy Instruction

Audience Level: 
All
Institutional Level: 
Higher Ed
Special Session: 
Research
Abstract: 

Many empirical studies have shown that game-based learning methods, such as quiz style-show PowerPoint games, can be used an as effective pedagogy assessment for measuring student learning, supporting student motivation, fostering critical thinking, improving cognitive success, and performance outcomes for all academic subjects and learning environments.

Extended Abstract: 

Many empirical studies have shown that game-based learning methods can be used an as effective pedagogy assessment for measuring student learning, supporting student motivation, fostering critical thinking, improving cognitive success, and performance outcomes for all academic subjects and learning environments. In fact, many researchers have provided evidence-based practices for the use of quiz show-style PowerPoint games such as the popular TV game show Jeopardy! Wheel of Fortune, and Who Wants to be a Millionaire as a non-digital information literacy game commonly used effectively in teaching and learning, in both traditional and online formats. To improve information literacy outcomes for first-year college students, especially literacy gains for at-risk or underperforming students, game-based learning, such as Jeopardy! can be used as a conceptual framework for pedagogy assessment. Attendees will learn about quiz style-show PowerPoint game formats for information literacy instruction, as well as the secrets to making fun, engaging PowerPoint games for diverse learners by diving into a live gamified session of Jeopardy! 

Conference Track: 
Teaching and Learning Effectiveness
Session Type: 
Gamified Session
Intended Audience: 
All Attendees