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Kinsley, Kirsten M.; Schoonover, Dan; Spitler, Jasmine – Journal of Access Services, 2016
In this study, researchers sought to capture students' authentic experience of finding books in the main library using a GoPro camera and the think-aloud protocol. The GoPro provided a first-person perspective and was an effective ethnographic tool for observing a student's individual experience, while also demonstrating what tools they use to…
Descriptors: Academic Libraries, Photography, Use Studies, Library Facilities
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education