2013
DOI: 10.1353/lib.2013.0012
|View full text |Cite
|
Sign up to set email alerts
|

The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program

Abstract: Recent developments suggest video games will be critical tools for engaging twenty-first-century learners. One indication of this shift is the growing number of video game clubs being instituted in libraries across the country. Participant observation was conducted 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. Using a grounded theory framework, data were analyzed for dimensions and themes related to the program’s two prim… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0

Year Published

2015
2015
2023
2023

Publication Types

Select...
6
3

Relationship

0
9

Authors

Journals

citations
Cited by 29 publications
(7 citation statements)
references
References 21 publications
0
7
0
Order By: Relevance
“…While previous video game/literacy studies have focused on students during the school day (Apperley & Beavis, 2011; Gerber et al, 2014), the majority of literature in this field is based on students in after-school settings (Brown & Kasper, 2013; Kafai & Fields, 2013). Additionally, much of the previous literature in this field has focused on older students (Beavis, 2014; Gerber et al, 2014; Mifsud, Vella, & Camilleri, 2013) and/or on content areas (Barab & Dede, 2007; Charsky & Ressler, 2011; Klopfer & Squire, 2008 Pagnotti & Russell, 2012).…”
Section: Resultsmentioning
confidence: 99%
“…While previous video game/literacy studies have focused on students during the school day (Apperley & Beavis, 2011; Gerber et al, 2014), the majority of literature in this field is based on students in after-school settings (Brown & Kasper, 2013; Kafai & Fields, 2013). Additionally, much of the previous literature in this field has focused on older students (Beavis, 2014; Gerber et al, 2014; Mifsud, Vella, & Camilleri, 2013) and/or on content areas (Barab & Dede, 2007; Charsky & Ressler, 2011; Klopfer & Squire, 2008 Pagnotti & Russell, 2012).…”
Section: Resultsmentioning
confidence: 99%
“…Researchers have investigated topics related to videogame play and libraries, such as teacher‐librarians’ experiences with and perceptions of gaming (Hovious & Van Eck, 2015); youth‐driven literacy practices and interaction during videogame play (Abrams, 2012; Abrams & Gerber, 2021; Adams, 2009; Martin & Martinez, 2016); and related civic engagement (Abrams, 2012; Brown & Kasper, 2013; Hollett, 2016; Hollett & Ehret, 2017).…”
Section: Videogames and Libraries: An Overviewmentioning
confidence: 99%
“…GBL is attractive to Millennials and Generation Z, with the opportunity to bring fun to learning. Entertainment and challenge are significant reasons for playing video games and provide exposure to IL skills (Manero et al, 2015;Brown and Kasper, 2013). Moreover, researchers (Losup et al, 2014) suggest that social network games improve social skills (e.g.…”
Section: Learning Experience Through Video Gamesmentioning
confidence: 99%