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An information literacy perspective on learning and new media
12 references·7 citing·44 second hop
An information literacy perspective on learning and new media (2011)An information literacy perspective on le…American Association of School Librarians (AASL) (2017)American Association of Schoo…Literacy in virtual worlds (2009)Literacy in virtual worldsTowards information literacy indicators (2008)Towards information literacy …Scientific Habits of Mind in Virtual Worlds (2008)Scientific Habits of Mind in …Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Information Literacy as a Catalyst for Educational Change: A Background Paper (2002)Information Literacy as a Cat…Information Literacy Competency Standards for Higher Education (2000)Information Literacy Competen…Imposed versus self-generated questions implications for reference practice (1999)Imposed versus self-generated…The Imposed Query: Implications for Library Service Evaluation. (1998)The Imposed Query: Implicatio…Collective intelligence: mankind's emerging world in cyberspace (1998)Collective intelligence: mank…Becoming virtual: reality in the digital age (1998)Becoming virtual: reality in …Information Literacy: Revolution in the Library (1989)Information Literacy: Revolut…The Future of Embodied Design for Mathematics Teaching and Learning (2020)The Future of Embodied Design…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…Power Up: Exploring Gaming in LIS Curricula (2018)Power Up: Exploring Gaming in…ROLE OF LIBRARIANS IN TEACHING INFORMATION LITERACY IN ZIMBABWEAN AND SOUTH AFRICAN UNIVERSITIES: A COMPARATIVE STUDY (2016)ROLE OF LIBRARIANS IN TEACHIN…An examination of information literacy instruction on the information seeking skills of primary school children in Jamaica: an experiment using grade six students (2014)An examination of information…A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers (2014)A Case Study of the Use of th…Situated Learning (1991)National Science Education Standards (1995)What Video Games Have to Teach Us about Learning and Literacy (2004)Children's Motivations for Video Game Play in the Context of Normal Development (2010)My Life as a Night Elf Priest (2010)The role of psychology in understanding the impact of computer games (2011)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? 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References

  • 2000Information Literacy Competency Standards for Higher Education2,310 cited
  • 1998Collective intelligence: mankind's emerging world in cyberspace1,526 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2008Scientific Habits of Mind in Virtual Worlds535 cited
  • 1998Becoming virtual: reality in the digital age506 cited
  • 2008Towards information literacy indicators277 cited
  • 2002Information Literacy as a Catalyst for Educational Change: A Background Paper183 cited
  • 2009Literacy in virtual worlds162 cited
  • 1989Information Literacy: Revolution in the Library121 cited
  • 1998The Imposed Query: Implications for Library Service Evaluation.91 cited
  • 2017American Association of School Librarians (AASL)51 cited
  • 1999Imposed versus self-generated questions implications for reference practice27 cited

Cited by

  • 2020The Future of Embodied Design for Mathematics Teaching and Learning197 cited
  • 2019How do teens learn to play video games?21 cited
  • 2016ROLE OF LIBRARIANS IN TEACHING INFORMATION LITERACY IN ZIMBABWEAN AND SOUTH AFRICAN UNIVERSITIES: A COMPARATIVE STUDY14 cited

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

  • 2020Power Up: Games and Gaming in Library and Information Science Curricula in the United States11 cited
  • 2014A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers10 cited
  • 2014An examination of information literacy instruction on the information seeking skills of primary school children in Jamaica: an experiment using grade six students5 cited
  • 2018Power Up: Exploring Gaming in LIS Curricula1 cited