Computer Games and Libraries

Computer Games and Libraries

Helena Coelho (Technical University of Lisbon, Portugal)
DOI: 10.4018/978-1-60960-569-8.ch004
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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.
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Information Literacy For The 21St Century

Traditionally, the concept of literacy was associated to a linguistic code and defined as the ability to read, write and understand texts. However, with the rapid development of new communication technologies and the consequent proliferation of information, the nature of literacy has undergone a transformation in order to include the ability to learn, comprehend, and interact with technology in a meaningful way. Hence the advent of the expression information literacy, defined by the Chartered Institute of Library and Information Professionals (CILIP) as the ability to recognize when and why information is needed, where to find it and how to evaluate, use and communicate it in an ethical manner (Armstrong, Boden, Town, Woolley, Webber, & Abell, 2005).

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