Student Engagement Through Library-led Gamification


Presented By

Tasha Squires


O'Neill Middle School, Downers Grove, IL

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Hoping to get students reading and writing more, O’Neill Middle School's librarian designed an engaging and competitive game, encouraging 21st century skills such as innovation, collaboration, creativity and critical thinking, in which students could voluntarily participate. The results were astounding. Students began interacting beyond their classrooms, forming partnerships with each other, connecting using online tools and problem solving together, with the library as the center of the game. Students also showed no summer slide after the program. Learn how this school librarian designed, created, and implemented an award-winning gamification program, and how she got kids connecting, collaborating, reading, writing and more—all while playing a game.

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