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The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program
9 references·9 citing·44 second hop
The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program (2013)The Fusion of Literacy and Games: A Case …Playing video games: learning and information literacy (2011)Playing video games: learning…The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…What Games Have to Offer: Information Behavior and Meaning-Making in Virtual Play Spaces (2009)What Games Have to Offer: Inf…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…A case study of computer gaming for math: Engaged learning from gameplay? (2008)A case study of computer gami…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Library anxiety : theory, research, and applications (2004)Library anxiety : theory, res…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Basics of Qualitative Researc…Playing in the “Third Place”: How Games and Play Are Transforming Public Libraries (2024)Playing in the “Third Place”:…Evolving legitimacy of the public library in the 21st century (2024)Evolving legitimacy of the pu…Informal Learning in United States Libraries: A Systematic Review (2022)Informal Learning in United S…Power Up: Games and Gaming in Library and Information Science Curricula in the United States (2020)Power Up: Games and Gaming in…How do teens learn to play video games? (2019)How do teens learn to play vi…Models of Information Behavior (2016)Models of Information BehaviorInformation Needs, Motivations, and Use (2016)Information Needs, Motivation…Information Behavior: An Introduction (2016)Information Behavior: An Intr…Information Literacy in Virtual Environments (2015)Information Literacy in Virtu…The Presentation of Self in Everyday Life. (1956)Qualitative Data Analysis (2008)Knowledge creation and play – a phenomenological approach (2015)Getting-to-know (2017)Narrative ephemera: documents in storytelling worlds (2020)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(1938)Ethnography and Qualitative Design in Educational Research (1984)Competing paradigms in qualitative research. (1994)Qualitative Content Analysis (2008)Document Analysis as a Qualitative Research Method (2009)A Call for Qualitative Power Analyses (2006)A Mixed Methods Investigation of Mixed Methods Sampling Designs in Social and Health Science Research (2007)A Qualitative Framework for Collecting and Analyzing Data in Focus Group Research (2009)
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References

  • 1992Basics of Qualitative Research: Grounded Theory Procedures and Techniques.29,249 cited
  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2008A case study of computer gaming for math: Engaged learning from gameplay?486 cited
  • 2004Library anxiety : theory, research, and applications181 cited
  • 2009What Games Have to Offer: Information Behavior and Meaning-Making in Virtual Play Spaces45 cited
  • 2011Playing video games: learning and information literacy42 cited

Cited by

  • 2019How do teens learn to play video games?21 cited
  • 2024Evolving legitimacy of the public library in the 21st century16 cited
  • 2020Power Up: Games and Gaming in Library and Information Science Curricula in the United States11 cited
  • 2022Informal Learning in United States Libraries: A Systematic Review7 cited
  • 2024Playing in the “Third Place”: How Games and Play Are Transforming Public Libraries7 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2016Models of Information Behavior3 cited
  • 2015Information Literacy in Virtual Environments2 cited
  • 2016Information Behavior: An Introduction1 cited
  • 2016Information Needs, Motivations, and Use1 cited