Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

Fuente: ERIC Institute of Education Sciences
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Autore principale: Farmer, Lesley S. J.
Natura: Recurso educativo Open Access
Lingua:en
Pubblicazione: 2011
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author Farmer, Lesley S. J.
author_facet Farmer, Lesley S. J.
Farmer, Lesley S. J.
collection Education Resources Information Center
contents Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming Farmer, Lesley S. J. Females School Libraries Sex Fairness Librarians Computer Games Educational Games Video Games Library Materials Library Services Change Strategies Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have been around for centuries, e-gaming (that is, playing video, console, and computer games) is a relatively new phenomenon. And, unlike board games that have interested both sexes, e-games seem to engage boys more than girls. In this article, the author discusses how school librarians can address this apparent inequity and provide positive e-gaming experiences for all students.
format Recurso educativo Open Access
id eric_EJ964265
institution ERIC Institute of Education Sciences
language en
publishDate 2011
record_format eric
spellingShingle Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming
Farmer, Lesley S. J.
Females
School Libraries
Sex Fairness
Librarians
Computer Games
Educational Games
Video Games
Library Materials
Library Services
Change Strategies
Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming Farmer, Lesley S. J. Females School Libraries Sex Fairness Librarians Computer Games Educational Games Video Games Library Materials Library Services Change Strategies Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have been around for centuries, e-gaming (that is, playing video, console, and computer games) is a relatively new phenomenon. And, unlike board games that have interested both sexes, e-games seem to engage boys more than girls. In this article, the author discusses how school librarians can address this apparent inequity and provide positive e-gaming experiences for all students.
title Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming
topic Females
School Libraries
Sex Fairness
Librarians
Computer Games
Educational Games
Video Games
Library Materials
Library Services
Change Strategies
url https://eric.ed.gov/?id=EJ964265