Games

Card games

  • Gin
  • Hanabi

Board games

  • Settlers of Catan
  • Monopoly
  • Magic the Gathering

 Articles, books and reports

Association of College and Research Libraries. (2015). Framework for information literacy for higher education. Retrieved from http://www.ala.org/acrl/sites/ala.org.acrl/files/content/issues/infolit/Framework_ILHE.pdf

Flanagan, M. (2009). Critical play. Radical game design. Cambridge, MA: The MIT Press.

Gee, J. P. (2007). What video games have to teach us about learning and literacy (Rev. ed.). New York: Palgrave Macmillan. 

Huffer, D., & Oxenham, M. (2015). How much life do i lose form the plague? Educational board games as teaching tools in archaeology and ancient history course. Public Archaeology, 14(2), 81-91. Retrieved from http://www.tandfonline.com/loi/ypua20

Kapp, K.M. (2012). The gamification of learning and instruction: game-based method and strategies for training and education. San Francisco: Pfeiffer. 

Kuhlthau, C. C. (2004). Seeking meaning : a process approach to library and information services. Westport, CN: Libraries Unlimited

L’Abate, L. (2009). The Praeger handbook of play across the life life cycle. Fun from infancy to old age. Santa Barbara, CA: Prager.

Meyer, & Land, (2003). Threshold Concepts and Troublesome Knowledge 1: Linkages to Ways of Thinking and Practising.  In C.Rust (Ed.), Improving student learning – Ten years on (pp. 1-16)., Oxford, UK: Oxford Centre for Staff and Learning Development.

McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: Penguin Press. 

Nicholson, S. (2011). Making the gameplay matter: Designing modern educational tabletop games. Knowledge Quest 40(1). 60-65. Retrieved from http://scottnicholson.com/pubs/gameplaymatterpreprint.pdf 

Nicholson, S. (2010). Everyone plays at the library: creating great gaming experiences for all ages. Medford, N.J.: Information Today. 

Nicholson, S. (2010). Gaming and literacy: exploring the connections. Digitale Bibliotheek 2(4), 42. Retrieved from http://scottnicholson.com/pubs/gamingliteracy.pdf

Salens, K., & Zimmerman. (2004). Rules of play: Game design fundamentals. Cambridge, MA. : MIT Press 

Toppo, G. (2015). The game believes in you: How digital play can make our kids smarter. New York : St. Martin’s Press.

Walsh, A. (2015). Playful information literacy: Play and information literacy in higher education. Nordic Journal of Information Literacy in Higher Education, 7(1), 80-94. Retrieved from http://noril.uib.no/

Walsh, A. (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). Retrieved from http://noril.uib.no/