Every day millions of children and youth login to virtual environments where they play, socialize, create and explore a digital landscape as avatars or virtual characters. By the end of 2011, researchers estimate that 80% of active Internet users will be using virtual worlds. While virtual worlds are undeniably popular among children and youth, they have attracted the attention of anxious adults, teachers and librarians. Parents and child advocates suggest that videogames are dangerously addictive and even toxic to real-life pro-social development. Others decry the blatant commercialism and commodification of childhood experience. Webcast sponsored by Irving K. Barber Learning Centre. (Power Point version here: http://tiny.cc/ikblc978 )
Select Articles Available at UBC Library
Sanford, K., & Strong-Wilson, T. (2014). The emperor’s new clothes?: Issues and alternatives in uses of the portfolio in teacher education programs. New York: Peter Lang.
Parsons, J., & Sanford-Smith, K. (1995). More games for the classroom: Making learning fun. Edmonton: Duval House Publishing Inc.
Sanford, K. (2008). Video games in the library? what is the world coming to? School Libraries Worldwide, 14(2), 83. [Link]
Sanford, K., & Madill, L. (2007). Understanding the power of new literacies through video game play and design. Canadian Journal of Education / Revue Canadienne De l’Éducation, 30(2), 432-455. [Link]
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