No matter the type of game, the same strategies that promote reading literacy should be used to enhance media literacy – specifically mentorship, said Gee, author of numerous books including “What Video Games Have to Teach Us About Learning and Literacy, ” which offers 36 reasons why good video games produce better learning conditions than many of today’s schools.
Research, he said, shows that poor kids use computer games as much as middle-class kids, but get less out of it. Therefore, libraries can add that missing piece by working with schools or providing the additional support needed for comprehension.
The numbers don’t lie: People love playing games at libraries. But this is more than just a once-a-year phenomenon. In the past decade, technology has taken the age-old library model to the next level. By adopting interactive, gaming trends, modern-day libraries help open doors to the world of virtual, hands-on learning in ways never seen before.
Original text from article by By Russell Nichols.