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References

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Association of College and Research Libraries. Academic Library Contributions to Student Success. 2015. Retrieved from http://www.ala.org/acrl/sites/ala.org.acrl/files/content/issues/value/contributions_report.pdf

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Blas, E.A. (2016). Using a murder mystery to teach evaluation skills: A case study. Internet Reference Services Quarterly, 21(3/4), 93-100.

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Mullich, D. (2016, Jan. 11). Defining play, game, and gaming [Blog]. Retrieved from 

https://davidmullich.com/2016/01/11/defining-play-game-and-gaming/

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Nicholson, S. (2010). Everyone plays at the library: Creating great gaming experiences for all ages [Kindle version]. Retrieved from Amazon.com

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Nutbeam, D. Defining, measuring and improving health literacy [PDF doc]. Retrieved from http://www.who.int/global-coordination-mechanism/news/Health-literacy-WHO-Geneva-Nov-2015.pdf

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Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360.​

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Sansom-Daly, U.M., Lin, M., Robertson, E.G., Wakefield, C.E., McGill, B.C., Girgis, A., & Cohn, R.J. (2016). Health literacy in adolescents and young adults: An updated review. Journal of Adolescent and Young Adult Oncology, 5(2), 106-118.

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St. Jean, B., Taylor, N.G., Kodama, C., Subramaniam, M., & Casciotti, D. (2015, November). Impacts of the HackHealth after-school program: Motivating youth through personal relevance. Proceedings of the 78th ASIS&T Annual Meeting: Information Science with Impact: Research in and for the Community, St. Louis, MO, article no. 32.

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St. Jean, B., Taylor, N.G., Kodama, C., & Subramaniam, M. (2017). Assessing the digital health literacy skills of tween participants in a school-library-based after-school program. Journal of Consumer Health on the Internet, 21(1), 40-61.

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Subramaniam, M., St Jean, B., Taylor, N.G, Kodama, C., Follman, R., & Casciotti, D. (2015). Bit by bit: Using design-based research to improve the health literacy of adolescents. JMIR research protocols, 4(2).

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