Videogames, libraries, and the feedback loop : learning beyond the stacks
Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks offers fresh perspectives of youth videogaming in public libraries. Abrams and Gerber delve into research-based accounts to explore feedback mechanisms that support important reflective and iterative practices. Highlighting how...
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| Main Authors | , |
|---|---|
| Format | Electronic eBook |
| Language | English |
| Published |
Bingley, U.K. :
Emerald Publishing Limited,
2021.
|
| Subjects | |
| Online Access | Full text |
| ISBN | 9781800715073 |
| DOI | 10.1108/9781800715059 |
| Physical Description | 1 online resource (184 pages) |
Cover
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| 100 | 1 | |a Schamroth Abrams, Sandra, |e author. | |
| 245 | 1 | 0 | |a Videogames, libraries, and the feedback loop : |b learning beyond the stacks / |c Sandra Schamroth Abrams (St. John's University, USA) and Hannah R. Gerber (Sam Houston State University, USA). |
| 264 | 1 | |a Bingley, U.K. : |b Emerald Publishing Limited, |c 2021. | |
| 264 | 4 | |c ©2021 | |
| 300 | |a 1 online resource (184 pages) | ||
| 336 | |a text |b txt |2 rdacontent | ||
| 337 | |a computer |b c |2 rdamedia | ||
| 338 | |a online resource |b cr |2 rdacarrier | ||
| 500 | |a Includes index. | ||
| 504 | |a Includes bibliographical references. | ||
| 505 | 0 | |a Chapter 1. Introduction Chapter 2. The Feedback Loop: Learning from Videogame Experiences -- Chapter 3. A Tale of Two Library Videogame Spaces -- Chapter 4. Meaning Making through the Feedback Loop -- Chapter 5. Where Do We Go from Here? (Re)Thinking Library Videogame Spaces through the Feedback Loop Chapter 6. Looking Forward: Possibilities for Future Library Videogaming Programs. | |
| 520 | |a Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks offers fresh perspectives of youth videogaming in public libraries. Abrams and Gerber delve into research-based accounts to explore feedback mechanisms that support important reflective and iterative practices. Highlighting how videogame library programs can evolve to meet contemporary needs of youth patrons, the authors equip readers to re-envision library programming that specifically features youth videogame play. | ||
| 588 | 0 | |a Print version record. | |
| 650 | 0 | |a Children's libraries. | |
| 650 | 0 | |a Video games in education. | |
| 650 | 0 | |a Libraries |x Activity programs. | |
| 655 | 7 | |a elektronické knihy |7 fd186907 |2 czenas | |
| 655 | 9 | |a electronic books |2 eczenas | |
| 700 | 1 | |a Gerber, Hannah R., |e author. | |
| 776 | 0 | 8 | |i Print version: |z 9781800715066 |
| 776 | 0 | 8 | |i PDF version: |z 9781800715059 |
| 856 | 4 | 0 | |u https://proxy.k.utb.cz/login?url=https://doi.org/10.1108/9781800715059 |