How Gaming Could Improve Information Literacy
Fuente:
ERIC Institute of Education Sciences
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| Autore principale: | |
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| Natura: | Recurso educativo Open Access |
| Lingua: | en |
| Pubblicazione: |
2006
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| Soggetti: | |
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| _version_ | 1867181133976829953 |
|---|---|
| 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 |