Playing video games: learning and information literacy

Purpose – This paper aims to identify what motivates young people to play video games, and the extent to which video games are perceived as facilitating learning and information literacy.Design/methodology/approach – The study adopted a qualitative approach, interviewing a convenience sample of 28 young people who enjoy playing video games. They were aged between 12 and 19, and all resident in Northern England. The interview transcripts were analysed thematically.Findings – Entertainment and challenge were key reasons for playing video games. Of the respondents 89 per cent said they had learned something from gaming, including skills with real‐world application. Respondents used a variety of texts to solve gaming problems and to choose new games. Analysis of respondents' reported information behaviour showed that they were carrying out activities (e.g. searching, evaluating) that corresponded to models of information literacy, and these activities are mapped to the SCONUL Seven Pillars model. The intervie...

[1]  Sara de Freitas,et al.  Using games and simulations for supporting learning , 2006 .

[2]  David J. Miller,et al.  Using a games console in the primary classroom: Effects of 'Brain Training' programme on computation and self-esteem , 2010, Br. J. Educ. Technol..

[3]  Rebecca Eynon Harnessing Technology: The Learner and their Context Mapping young people's uses of technology in their own contexts - a nationally representative survey , 2009 .

[4]  Karen Markey,et al.  The Effectiveness of a Web-based Board Game for Teaching Undergraduate Students Information Literacy Concepts and Skills , 2008, D Lib Mag..

[5]  K. Squire,et al.  Replaying history: learning world history through playing civilization iii , 2004 .

[6]  Robert Weis,et al.  Effects of Video-Game Ownership on Young Boys’ Academic and Behavioral Functioning , 2010, Psychological science.

[7]  Joanne O’Mara,et al.  Literacy in the digital age: Learning from computer games , 2009 .

[8]  Constance Steinkuehler,et al.  Digital literacies for the disengaged: creating after school contexts to support boys' game‐based literacy skills , 2009 .

[9]  A. McFarlane,et al.  Report on the educational use of games , 2002 .

[10]  B. Johnston,et al.  Information Literacy in Higher Education: A review and case study , 2003 .

[11]  Harvey Mellar,et al.  Playing the literacy game: a case study in adult education , 2006 .

[12]  M. Commeyras Drax's Reading in Neverwinter Nights: With a Tutor as Henchman , 2009 .

[13]  K. Sanford Videogames in the Library? What Is the World Coming To? , 2007, School Libraries Worldwide.

[14]  Chris Thomas,et al.  Building an information literacy first‐person shooter , 2008 .

[15]  A. Kristen,et al.  What Attracts Children , 2006 .

[16]  Constance Steinkuehler Massively Multiplayer Online Gaming as a Constellation of Literacy Practices , 2007 .

[17]  Nicholas Schiller,et al.  A portal to student learning: what instruction librarians can learn from video game design , 2008 .

[18]  David Buckingham,et al.  Game literacy in theory and practice , 2007 .

[19]  James Paul Gee,et al.  Learning by Design: Good Video Games as Learning Machines , 2005 .

[20]  Suellen S. Adams The case for video games in libraries , 2009 .

[21]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[22]  John Kirriemuir,et al.  Literature Review in Games and Learning , 2004 .

[23]  Cheryl K. Olson,et al.  Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do , 2008 .

[24]  J. Gee,et al.  How Computer Games Help Children Learn , 2006 .