id author title date pages extension mime words sentences flesch summary cache txt doi-org-1485 Applying Gamification to the Library Orientation | Information Technology and Libraries .html text/html 859 115 51 One academic library overcame this issue by turning to user experience research and gamification to provide an individualized online library orientation for four specific user groups: undergraduate students, graduate students, faculty, and community members. A. Carolyn Miller, "The Round Robin Library Tour," Journal of Academic Librarianship 6, no. J. Long, "Chapter 21: Gaming Library Instruction: Using Interactive Play to Promote Research as a Process," Distributed Learning (January 1, 2017), 385–401, https://doi.org/10.1016/B978-0-08-100598-9.00021-0. Gedeon, "Virtually the Same: Comparing the Effectiveness of Online Versus In-Person Library Tours," Public Services Quarterly 4, no. Monica Fusich et al., "HML-IQ: Frenso State's Online Library Orientation Game," College & Research Libraries News 72, no. Sandra Calemme McCarthy, "At Issue: Exploring Library Usage by Online Learners with Student Success," Community College Enterprise 23, no. 1 (January 2003): 23–44, https://doi.org/10.5860/crl.64.1.23. 1 (January 2003): 23–44, https://doi.org/10.5860/crl.64.1.23. Steven Ovadia, "How Does Tenure Status Impact Library Usage: A Study of LaGuardia Community College," Journal of Academic Librarianship 35, no. ./cache/doi-org-1485.html ./txt/doi-org-1485.txt