Digital Games and Libraries
Knowledge Quest Volume 41, Number 1, ISSN 1094-9046
People live in the midst of high-risk complex systems like global warming, a global economy, and global conflicts among civilizations and religions. The pace of change is faster than it has ever been. To succeed in this world children need 21st-century skills. Reading is most certainly one of these. But today reading keeps new company as it sits alongside digital tools that are transforming learning, innovation, and the production of knowledge. Furthermore, today a new "school system" exists outside of school in homes and in popular culture, a system where a new paradigm of 24-7 digitally fueled learning exists in direct competition with schools. For many young people this paradigm is the source of the sorts of 21st-century skills that are not even on offer in many public schools. In this article the author argues that school libraries of the future will need to supply young people, especially those from less affluent homes, with digital tools, not as standalone entities by themselves, but as part and parcel of rich social activities and mentorship.
Gee, J.P. (2012). Digital Games and Libraries. Knowledge Quest, 41(1), 60-64.
Cited ByView References & Citations Map
Nadia Jaramillo Cherrez, Iowa State University, United States
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 1857–1861
Beth Jordan, University of South Florida Health, United States; Glenn Smith & Diane Austin, University of South Florida, United States
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 238–243
How Video Games and Digital Literacy Impacts Student Attainment and Development: An Analysis of Synergistic Integration
Mario Adkins, Aquinas College, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015 (Oct 19, 2015) pp. 1–5
Jonathan List, The University of Akron, United States; Brent Bryant, Northern Potter School District, United States
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 2384–2388
How Video Games and Digital Literacy Impacts Student Achievement and Development: An Analysis of Synergistic Integration
Mario Adkins, Grand Valley State University, United States
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 1–5
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