Gamifying Information Literacy: Using Unity and Github to Collaborate on a Video Game for the Library

Gamification, as a way to engage students in the library, has been a topic explored by librarians for many years. In this article, two librarians at a small rural academic library describe their year-long collaboration with students from a Game Design Program to create a single-player pixel-art video game designed to teach information literacy skills asynchronously. The project was accomplished using the game engine Unity and utilizing GitHub for project management. Outlined are the project's inspiration, management, team structure, and outcomes. Not only did the project serve to instruct, but it was also meant to test the campus’ appetite for digital scholarship projects. While the project ended with mixed results, it is presented here as an example of how innovation can grow a campus’ digital presence, even in resistant libraries.

Publication Details

Journal
SHILAP Revista de lepidopterología
Published
2025-04-01
Primary Topic
Sustainable Industrial Ecology
Type
article
Field-Weighted Citation Impact
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article

Gamifying Information Literacy: Using Unity and Github to Collaborate on a Video Game for the Library

SHILAP Revista de lepidopterología
Sustainable Industrial Ecology
article

Gamifying Information Literacy: Using Unity and Github to Collaborate on a Video Game for the Library

article en

Abstract

Gamification, as a way to engage students in the library, has been a topic explored by librarians for many years. In this article, two librarians at a small rural academic library describe their year-long collaboration with students from a Game Design Program to create a single-player pixel-art video game designed to teach information literacy skills asynchronously. The project was accomplished using the game engine Unity and utilizing GitHub for project management. Outlined are the project's inspiration, management, team structure, and outcomes. Not only did the project serve to instruct, but it was also meant to test the campus’ appetite for digital scholarship projects. While the project ended with mixed results, it is presented here as an example of how innovation can grow a campus’ digital presence, even in resistant libraries.

SHILAP Revista de lepidopterología
Quality Education
Openalex Percentile: Top 41%
Sustainable Industrial Ecology
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Gamifying Information Literacy: Using Unity and Github to Collaborate on a Video Game for the Library · SHILAP Revista de lepidopterología (2025) | TGRS Research Map | TGRS