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Get in the Game: Encouraging Play and Game Creation to Develop New Literacies in the Library

机译:参与游戏:鼓励游戏和游戏创作,以发展图书馆中的新文学

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摘要

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.
机译:游戏是一种有据可查的教育工具,但是由于基于认知的学校备课计划的压力越来越大,因此在学校和早期儿童教育中这种游戏已经开始减少。假装游戏和视频游戏等游戏可以吸引孩子们的注意力,并帮助他们在课堂外发展识字能力。此外,游戏是一种动手实践的课程,可增进对主题的理解和联系。在本文中,重点介绍了两个程序,它们结合了游戏元素来促进这种联系。在真人视频游戏中,视频游戏和假装游戏的各个方面将孩子带入视频游戏的世界,并教他们进行协作,资源管理和创造性问题解决。在旨在取代书本讨论的策略游戏中,青少年通过讨论自己的回答,叙述的结构以及对主角选择的感受,与故事更加紧密地联系在一起。这些计划是一种尝试,将游戏带回学习中,以鼓励新能力的发展并培养对学习的热爱。

著录项

  • 来源
    《Library trends》 |2013年第4期|836-848|共13页
  • 作者

    Annmarie Powell;

  • 作者单位

    Houston Public Library System;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
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