How Gaming Could Improve Information Literacy

Fuente: ERIC Institute of Education Sciences
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Bibliographische Detailangaben
1. Verfasser: Doshi, Ameet
Format: Recurso educativo Open Access
Sprache:en
Veröffentlicht: 2006
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author Doshi, Ameet
author_facet Doshi, Ameet
Doshi, Ameet
collection Education Resources Information Center
contents How Gaming Could Improve Information Literacy Doshi, Ameet Information Literacy Library Skills Teaching Methods Change Strategies Educational Games Librarian Teacher Cooperation Educational Technology Interactive Video Technology Integration This article outlines some of the innovative ideas expressed at the December 2005 Gaming, Learning and Libraries symposium attended by the author, as well as his own notions about the potential for integrating gaming with information literacy. The purpose of this article is to recognize the possibilities to engage students in an environment that is relevant to their world view. By including a gaming element in library skills teaching, the potential exists to excite this millennial generation about information literacy, and to infuse them with lifelong library skills. (Contains a list of 11 resources.)
format Recurso educativo Open Access
id eric_EJ737043
institution ERIC Institute of Education Sciences
language en
publishDate 2006
record_format eric
spellingShingle How Gaming Could Improve Information Literacy
Doshi, Ameet
Information Literacy
Library Skills
Teaching Methods
Change Strategies
Educational Games
Librarian Teacher Cooperation
Educational Technology
Interactive Video
Technology Integration
How Gaming Could Improve Information Literacy Doshi, Ameet Information Literacy Library Skills Teaching Methods Change Strategies Educational Games Librarian Teacher Cooperation Educational Technology Interactive Video Technology Integration This article outlines some of the innovative ideas expressed at the December 2005 Gaming, Learning and Libraries symposium attended by the author, as well as his own notions about the potential for integrating gaming with information literacy. The purpose of this article is to recognize the possibilities to engage students in an environment that is relevant to their world view. By including a gaming element in library skills teaching, the potential exists to excite this millennial generation about information literacy, and to infuse them with lifelong library skills. (Contains a list of 11 resources.)
title How Gaming Could Improve Information Literacy
topic Information Literacy
Library Skills
Teaching Methods
Change Strategies
Educational Games
Librarian Teacher Cooperation
Educational Technology
Interactive Video
Technology Integration
url https://eric.ed.gov/?id=EJ737043