Friday, November 25, 2005

Serious Games in the Library

This paper by Katie Day gives a concise overview of the literature about gaming and offers a few suggestions for things libraries can do to understand this popular medium.

"Abstract: This paper explores how the growing phenomenon of video games has created a generational divide with major implications and opportunities for both the educational system and society. Gaming inherently involves a set of learning principles -- aside from content -- which are empowering "digital natives" or gamers with new literacies, attitudes, and experiences. Despite public concerns about violence, social isolation, and a bias towards males in gaming, the evidence does not support those fears. Instead sophisticated -- or "serious" -- games are increasingly being utilized in education and the future points to increased investment in games for the good of society."

Read it at http://libedge.blogspot.com/2005/11/teens-and-information-literacy-and.html

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