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Incorporating gaming and active learning elements into library instruction in academic libraries has proven to be an effective way to engage Millennials and increase their retention of knowledge. This article ties research on the learning preferences of Millennials to elements of active and game-based learning. The author describes the process of creating an innovative game based on Candy Land to teach undergraduates about information ethics and makes recommendations for creating non-digital games for instructional purposes based on this experience.

Original Publication Citation

Rush, L. (2014). Learning Through Play, the Old School Way: Teaching Information Ethics to Millennials. Journal of Library Innovation, 5 (2), (pp. 1-14).