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Tip of the Iceberg: Meaning, Identity, and Literacy in Preteen Virtual Worlds

机译:冰山一角:青春期虚拟世界中的含义,身份和素养

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Every day millions of children ages four to 12 login to shared virtual environments (SVEs) where they play, socialize, create, and explore a digital landscape as avatars, or "virtual characters." While much of the research and media attention has been focused on adult virtual environments such as Second Life, or massive multiplayer games like World of Warcraft, children's virtual worlds comprise the largest and fastest growing segments of this online genre. Virtual environments are quickly becoming an important aspect of children's out-of-school lives. The challenge for educators is to see how virtual spaces may be leveraged for learning and literacy. This article provides an overview of children's virtual environments and presents a four-part framework for further analyzing these spaces. The author posits that SVEs may be viewed as (1)an identity space; (2) a new "literacy"; (3) a problem-solving context; and (4) an online community. The article concludes by suggesting a research program for the continued exploration of SVEs and the rich array of information practices that surround their use by young people.
机译:每天,成千上万的4到12岁的儿童登录到共享虚拟环境(SVE),在其中玩耍,社交,创建和探索化身为虚拟人物或“虚拟角色”。尽管许多研究和媒体注意力都集中在诸如《第二人生》之类的成人虚拟环境或《魔兽世界》等大型多人游戏上,但儿童的虚拟世界却构成了这一在线类型中最大,增长最快的部分。虚拟环境正迅速成为儿童失学生活的重要方面。对于教育工作者而言,挑战是看如何利用虚拟空间进行学习和读写。本文概述了儿童的虚拟环境,并提出了一个由四部分组成的框架,用于进一步分析这些空间。作者认为,SVE可以被视为(1)身份空间; (二)新的“扫盲”; (3)解决问题的环境; (4)一个在线社区。文章最后提出了一项研究计划,以继续探索SVE,并围绕年轻人使用其丰富的信息实践。

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