Reference Hub2
Information Literacy in Virtual Environments: Changing Needs of P-12 Learners

Information Literacy in Virtual Environments: Changing Needs of P-12 Learners

Valerie J. Hill
Copyright: © 2016 |Pages: 13
ISBN13: 9781466696297|ISBN10: 146669629X|EISBN13: 9781466696303
DOI: 10.4018/978-1-4666-9629-7.ch008
Cite Chapter Cite Chapter

MLA

Hill, Valerie J. "Information Literacy in Virtual Environments: Changing Needs of P-12 Learners." Handbook of Research on Gaming Trends in P-12 Education, edited by Donna Russell and James M. Laffey, IGI Global, 2016, pp. 165-177. https://doi.org/10.4018/978-1-4666-9629-7.ch008

APA

Hill, V. J. (2016). Information Literacy in Virtual Environments: Changing Needs of P-12 Learners. In D. Russell & J. Laffey (Eds.), Handbook of Research on Gaming Trends in P-12 Education (pp. 165-177). IGI Global. https://doi.org/10.4018/978-1-4666-9629-7.ch008

Chicago

Hill, Valerie J. "Information Literacy in Virtual Environments: Changing Needs of P-12 Learners." In Handbook of Research on Gaming Trends in P-12 Education, edited by Donna Russell and James M. Laffey, 165-177. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-4666-9629-7.ch008

Export Reference

Mendeley
Favorite

Abstract

This chapter provides an overview of information literacy needs of P-12 learners in virtual environments. As more of life is spent in global digital participatory culture, information literacy skills have moved from primarily print-based to include digital content evaluation, content curation, and a personal responsibility for digital citizenship. Using standards for 21st century learning from the American Library Association, examples highlight information literacy elements embedded in immersive learning environments, such as the Anne Frank simulation (a 3D replica of Amsterdam and the annex where Anne's family hid) and a digital citizenship game built by students in the game of Minecraft. Creators of immersive learning environments in virtual worlds must accurately depict historical eras and cite sources for authority and accuracy of information. These 3D simulations provide opportunities to teach information literacy in virtual spaces with a shared “sense of presence”. Learners in virtual environments have digital citizenship responsibilities from a very young age.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.