Product details:
ISBN13: | 9781800715066 |
ISBN10: | 1800715064 |
Binding: | Hardback |
No. of pages: | 152 pages |
Size: | 229x152 mm |
Weight: | 344 g |
Language: | English |
230 |
Category:
Videogames, Libraries, and the Feedback Loop
Learning Beyond the Stacks
Publisher: Emerald Publishing Limited
Date of Publication: 22 April 2021
Normal price:
Publisher's listprice:
GBP 68.99
GBP 68.99
Availability:
printed on demand
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Short description:
Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.
Long description:
Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks offers fresh perspectives of youth videogaming in public libraries. Abrams and Gerber delve into research-based accounts to explore feedback mechanisms that support important reflective and iterative practices. Highlighting how videogame library programs can evolve to meet contemporary needs of youth patrons, the authors equip readers to re-envision library programming that specifically features youth videogame play.
Abrams and Gerber masterfully illustrate it is no longer a question of whether gaming-driven learning practices should be included in literacy learning spaces such as libraries, but rather what?s taking us so long to provide these opportunities to all youth. The Feedback Loop Framework and the multi-iterative ways learners evaluate and reflect on their own learning experiences has tremendous implications not only for the fields of gaming and libraries, but also the very ways we consider youth meaning making in traditional learning spaces. The youth will show us the way, they always do; we just need to be prepared to trust and follow. Abrams and Gerber show us how.
Abrams and Gerber masterfully illustrate it is no longer a question of whether gaming-driven learning practices should be included in literacy learning spaces such as libraries, but rather what?s taking us so long to provide these opportunities to all youth. The Feedback Loop Framework and the multi-iterative ways learners evaluate and reflect on their own learning experiences has tremendous implications not only for the fields of gaming and libraries, but also the very ways we consider youth meaning making in traditional learning spaces. The youth will show us the way, they always do; we just need to be prepared to trust and follow. Abrams and Gerber show us how.
Table of Contents:
Chapter 1. Introduction
Chapter 2. The Feedback Loop: Learning from Videogame Experiences
Chapter 3. A Tale of Two Library Videogame Spaces
Chapter 4. Meaning Making through the Feedback Loop
Chapter 5. Where Do We Go from Here? (Re)Thinking Library Videogame Spaces through the Feedback Loop
Chapter 6. Looking Forward: Possibilities for Future Library Videogaming Programs