Every librarian's worst nightmare! gaming sites now justified as learning for life experience! Sheila Webber's Information Literacy Weblog has just updated me on the rationale for encouraging game playing in the library. Unrealistic of course to think that games and gaming, just as much as social networking, would ever leave the terminals in favour of traditional "serious" use. Gaming in fact is the subject of "serious research". Computer gaming may encourage awareness of rules and acceptable practice; it could encourage ethical behaviour; it does encourage much manual and mental dexterity and speed; and from observation, increasingly skilful visual literacies. What other literacies may be involved? certainly not the academic literacies which the library thought to encourage, backing up the investment with extensive database resources ... time to rethink client use, make every opportunity a valuable learning opportunity for the client ...
Will computer gamers really apply their learning to life's lessons?
So where have my tennis skills come to the fore in life's experience? ... do they underpin my team workplace literacies? ... sports literacies rule ... Australia may be the world's most information literate country after all ...
Wednesday, March 4, 2009
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