Game Development Reference
In-Depth Information
Chapter 4
Computer Games and Libraries
Helena Coelho
Technical University of Lisbon, Portugal
ABSTRACT
Information literacy is a crucial attribute in today's knowledge society, because it makes independent
lifelong learning possible. Faced with a digital world where new tools for information seeking and the
spaces for information sharing are developing, academic librarians must respond to the changing learn-
ing landscape in order to help students acquire essential skills. Computer games, due to their cognitive
potential and engagement capacity, can be used to promote and improve information literacy instruction.
This text consists of a review of available literature on these topics. It addresses the role of computer
games in the teaching and learning process and aims at discussing its possible use as training tools for
promoting information literacy in libraries.
INTRODUCTION
use information whenever necessary. The skills
and methodologies involved are transversal and
allow graduates to learn throughout life, fostering
their professional integration and evolution. This
has consequences for the libraries of these institu-
tions, whose professionals, due to their training
in organization, retrieval and evaluation of infor-
mation, are especially equipped for ensuring this
aspect of preparing students for the future through
a pedagogical attitude about the identification of
sources of quality information and the efficient
use of available resources.
In today's knowledge society, the creation of value
depends on harnessing the power of information.
Advanced skills and high qualifications are re-
quired to ensure organizational competitiveness.
Given the expansion of knowledge-based econ-
omy and the exponential growth of information
available, schools and universities should help
train people to be able to search, find, evaluate and
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