Video games, identity, and the constellation of information

C Martin - Bulletin of Science, Technology & Society, 2012 - journals.sagepub.com
This article explores the identity of youth in relation to the information sources they choose in
the constellation of information of video games, using the massively multiplayer online game …

Designing after-school learning using the massively multiplayer online role-playing game

EM King - Theory Into Practice, 2015 - Taylor & Francis
Digital games have become popular for engaging students in a range of learning goals, both
in the classroom and the after-school space. In this article, I discuss a specific genre of video …

[PDF][PDF] Make it so: Leveraging maker culture in CALL

S Dubreil, G Lord - Calico Journal, 2021 - academia.edu
In The Maker movement manifesto (2014), Mark Hatch, the CEO of TechShop—a household
name in the Maker movement since its launch in 2006—describes Makers' activities and …

[PDF][PDF] The impact of assigned reading on reading pleasure in young adults

S Creel - Journal of Research on Libraries & Young Adults, 2015 - alair.ala.org
This research presents the results of a survey of 833 US adolescents, ages twelve to
eighteen years old. It was hypothesized that teachers are assigning reading (rather than …

Games in classroom and practice in library and information science education

C Martin, R Martinez - On the Horizon, 2016 - emerald.com
Purpose–The purpose of this paper is to demonstrate the impact a games-based curriculum
can have on library and information science (LIS) curriculum. Design methodology approach …

[图书][B] Toward an Understanding of the Personal Information Management Discourses of Youth

JH Van Alstyne - 2023 - search.proquest.com
Technological advances in the 21st century have led to a powerful information landscape
where successfully managing one's personal information grows ever more complex …

[PDF][PDF] Connected learning, librarians, and connecting youth interest

C Martin - Journal of Research on Libraries and Young Adults, 2015 - yalsa.ala.org
The purpose of this ethnographic study is to understand connected learning of youth in
online communities and how these findings can influence the practice of librarians to …

Gendered barriers to participation in gaming culture

C Martin, M Rafalow - Proceedings of the Third Conference on GenderIT, 2015 - dl.acm.org
Existing scholarship on gender in gaming does not well consider social structural factors,
instead either psychologizing gender issues or rendering it an insignificant variable …

[PDF][PDF] An ethnographic study on the digital literacy practices of role-players in a massively multiplayer online role-playing game

JM Hollister - Journal of Korean Library and Information Science …, 2019 - koreascience.kr
Various digital literacy and critical competencies are crucial for success in the information
and media-rich 21st century game of life. This study explores and describes the digital …

In-and out-of-character: The digital literacy practices and emergent information worlds of active role-players in a new Massively Multiplayer Online Role-Playing Game

JM Hollister - 2016 - search.proquest.com
This dissertation explores and describes the in-character and out-of-character information
worlds and digital literacy practices of role-players, those that create and enact their …