Some research suggests that a significant number of Generation Z teenagers (those born in the late 1990s or early 2000s) display an insufficient level of information literacy (IL) to function effectively in an information-based society. Yet many of them are gamers who succeed at accomplishing game-related tasks that require a number of IL skills such as information seeking, the critical assessment of sources and relevance ranking of information. This paper describes the results of an interpretive case study of the information behaviours of teenage gamers that supports the hypothesis that the online game Minecraft supports the development of such IL skills. The online interactions of 510 participants of a public discussion forum on Minecraft...
The main objective of this article is to analyse informal learning processes in the field of video g...
The purpose of this paper was to study the information behaviour of players in an online computer ga...
The purpose of this study was to explore the role that tabletop role-playing games (TRPGs) play in d...
Research shows that teens (Generation Z) are not as information literate as required to function eff...
Research shows that teens (Generation Z) are not as information literate as required to function eff...
Abstract: As one of the newest art forms available to young people, gaming has become an increasing...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
ABSTRACT The claim that video games are replacing literacy activities that is bandied about in the A...
This qualitative case study reports the Four Resource Model (FRM) reading practices used by a millen...
The main objective of this article is to analyse informal learning processes in the field of video g...
This research is based on the following research question: What are the pupils’ thoughts about their...
This article aims to contribute new knowledge about the media literacies children assemble as they p...
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video ...
Our work details the process by which a young gamer accesses information and social resources in gam...
Digital games are a very popular medium among people of all ages. While information related to games...
The main objective of this article is to analyse informal learning processes in the field of video g...
The purpose of this paper was to study the information behaviour of players in an online computer ga...
The purpose of this study was to explore the role that tabletop role-playing games (TRPGs) play in d...
Research shows that teens (Generation Z) are not as information literate as required to function eff...
Research shows that teens (Generation Z) are not as information literate as required to function eff...
Abstract: As one of the newest art forms available to young people, gaming has become an increasing...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
ABSTRACT The claim that video games are replacing literacy activities that is bandied about in the A...
This qualitative case study reports the Four Resource Model (FRM) reading practices used by a millen...
The main objective of this article is to analyse informal learning processes in the field of video g...
This research is based on the following research question: What are the pupils’ thoughts about their...
This article aims to contribute new knowledge about the media literacies children assemble as they p...
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video ...
Our work details the process by which a young gamer accesses information and social resources in gam...
Digital games are a very popular medium among people of all ages. While information related to games...
The main objective of this article is to analyse informal learning processes in the field of video g...
The purpose of this paper was to study the information behaviour of players in an online computer ga...
The purpose of this study was to explore the role that tabletop role-playing games (TRPGs) play in d...