Get in the Game: Encouraging Play and Game Creation to Develop New Literacies in the Library
Powell, Annmarie
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https://hdl.handle.net/2142/46059
Description
Title
Get in the Game: Encouraging Play and Game Creation to Develop New Literacies in the Library
Author(s)
Powell, Annmarie
Issue Date
2013
Keyword(s)
Literacy
Gaming in libraries
Abstract
Play is a well-documented educational tool, but one that has begun
to decline in schools and early childhood education due to the
increased pressure for cognitive-based school readiness programs.
Play such as pretend play and video games engages children and
helps them to develop literacies and competencies outside of the
classroom. Additionally, play is a hands-on approach to curriculum
that creates deeper understandings and relationships with the subject
matter. In this article, two programs are highlighted that combine elements
of play to foster these kinds of connections. In live action video
games, aspects of video gaming and pretend play bring children into
the world of the video game and teach them collaboration, resource
management, and creative problem solving. In a strategy game that
was designed to replace a book discussion, teens connected more
deeply to the story by discussing their own responses, the structure
of the narrative, and their feelings about the protagonist’s choices.
These programs are an attempt to bring play back into learning to
encourage the development of new competencies and foster a love
of learning.
Publisher
Johns Hopkins University Press and the Graduate School of Library and Information Science. University of Illinois at Urbana-Champaign
ISSN
0024-2594
Type of Resource
text
Language
en
Permalink
http://hdl.handle.net/2142/46059
DOI
https://doi.org/10.1353/lib.2013.0011
Copyright and License Information
Copyright 2013 Board of Trustees of the University of Illinois
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