Abstract
Schools and libraries are considering the incorporation of egaming because of its attraction to youth and its potential benefit for instruction, developing information literacy skills, and facilitating academic success. Although egames are played by most youth, egaming has gender-linked properties, particularly in novice gaming practice. School libraries are uniquely positioned to provide resources and services to insure gender-equitable gaming experiences: gaming periodicals, opportunities to select and review games, collaboration with classroom teachers, and game development. The emerging trends of casual gaming, mobile egaming, and gaming design offer opportunities that attract an ever broader range of students, which teacher librarians can leverage in their services.
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