Video Games as Digital Learning Resources: Implications for Teacher-Librarians and For Researchers
@article{Moline2007VideoGA, title={Video Games as Digital Learning Resources: Implications for Teacher-Librarians and For Researchers}, author={Teddy Moline}, journal={School Libraries Worldwide}, year={2007} }
For many teens of both genders in industrialized countries, video gaming is an integral part of their play and of their informal learning. This qualitative study explored the learning experiences of adolescents as they played recreational video games of their choice in their homes, with the intent of understanding how they came to believe in their ability to learn in informal learning situations. These teens perceived their learning as evolutionary, constructive, embedded in context, and most…
18 Citations
eGaming? Seriously! for Information Literacy
- Economics, LawIASL Annual Conference Proceedings
- 2021
Schools and libraries are considering the incorporation of egaming because of its attraction to youth and its potential benefit for instruction, developing information literacy skills, and…
MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES
- EducationMalaysian Journal of Learning and Instruction
- 2018
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children’s motivation for playing video games as a way to learn. This…
The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program
- EducationLibr. Trends
- 2013
A case study on a library’s video game club to determine the impact it made in the lives of the youth and to evaluate how the program met its goals, suggesting additional measures that programs might track.
Definitions, Motivations, and Learning Practices in Games and Virtual Worlds for Children
- Education
- 2015
This chapter presents an overview of games and virtual worlds, including defining these terms and how these technologies could be employed to leverage learning, and addressing the motivational components in games.
Power Up: Exploring Gaming in LIS Curricula
- Education
- 2018
Given their educational potential, increasing accessibility, and growing, diverse user base, games are fast becoming integral parts of library collections and programming. Previous research has found…
How Can Video Games Facilitate Information Literacy?
- EducationECIL
- 2015
The paper summarizes the main problems and challenges libraries and educational institutions face in the adoption of video games and Suggestions how public libraries can use video games to attract more users are provided.
Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on The Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico.
- Linguistics, Education
- 2019
The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communication skills and reduce their anxiety about…
A Girls-Only Online Virtual World Environment and its Implications for Game-Based Learning
- Art
- 2017
This chapter outlines how and why virtual worlds are the best gaming environments for female game players. It explores strategies for utilizing this information to provide a mass multiplayer online…
Learning by game design for library instruction A Multiple Case
- Education
- 2015
Findings from this study show that learning by game design is a viable option for teaching information literacy classes, when effectively scaffolded into the classroom.
Massively Multiplayer Online Role Playing Games and Digital Information Literacy
- Computer ScienceECIL
- 2015
The current paper contributes to the understanding of the use of MMORPGs to facilitate digital information literacy among adolescents and presents the main problems and challenges libraries and educational institutions face when adopting MM MMOs.
References
SHOWING 1-10 OF 65 REFERENCES
Literature Review in Informal Learning with Technology Outside School
- Education
- 2007
For most of us, discussion about learning is inextricably related to formal education systems. However, any interest in the role of ICTs in children’s learning forces the recognition that many…
Boys' and Girls' Use of Cognitive Strategy When Learning to Play Video Games
- Psychology, EducationThe Journal of general psychology
- 2004
Gender differences in the cognitive strategies that children use when they learn how to play a video game are examined, indicating that more frequent players and older children were more likely to cite internally based strategies.
Girls and Gaming: A Summary of the Research with Implications for Practice.
- Education
- 2004
The major findings from this body of research into thematic issues are organized and the practical implications of each issue for teachers, librarians, parents, and other adults who work to connect girls to computer technology are considered.
Literature Review in Informal Learning with Technology Outside School
- Education
- 2004
When we think about learning, we often tend to think about schools, universities, colleges. If we go a little further and think about learning outside school, we might begin to consider museums,…
Understanding the Power of New Literacies through Video Game Play and Design.
- Sociology
- 2007
In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys’ time and attention, and the types of literacy skills and understandings they…
Cheating can be good for you: educational games and multiple play styles
- Business
- 2005
Purpose – Aims to determine how multiple play styles and use of “outside” materials can be successfully taken into account when designing user experiences in educational digital…
Serious Games: Serious Opportunities
- Education
- 2004
Computer and video games are primarily understood as a form of entertainment. Increasingly, however, they are becoming recognized as providing a powerful means for learning, both among educators and…
Contexts, pleasures and preferences: girls playing computer games
- EconomicsDiGRA Conference
- 2005
In this paper, issues of girls and their gaming preferences are explored through observations of computer games sessions at an all-girl state school. What emerged is that preferences are alterable,…
Serious play
- Education
- 2003
Suzanne de Castell is a professor of curriculum and instruction at Simon Fraser University, Burnaby, BC, Canada V5A 1S6; e-mail: decaste@sfu.ca. Her interests centre on relations between media and…
Transforming teaching and learning: embedding ICT into everyday classroom practices
- EducationJ. Comput. Assist. Learn.
- 2004
The creative tension between idiosyncratic and institutional knowledge construction is emphasised and it is argued that this is exacerbated by the use of ICT in the classroom.