Quest to Learn
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Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal
I don’t think of myself as a gamer. I have been known to play lots of those Flash-based Facebook games with my Candy Crush Saga friends, and occasionally a great puzzle-based novella will come along like Gabriel Knight 2, Syberia or Ripper that I devour, but generally I didn’t think they were a big part…
Black & White, book reviews, Candy Crush Saga, collection development, definition of literacy, digital identity, Eagles Flight, educational research, educational technology, Epic Winners, Gabriel Knight 2, Game of Thrones Ascent, game-based learning, games for change, information literacy, inquiry-based learning, Jane McGonigal, Lemonade Stand, library leadership, Librarygame, literacy promotion, McGonigal, meaningful games, non-fiction, Plants vs. Zombies, professional development, Quest to Learn, Reality is Broken, Ripper, school librarian, secondary school library, secondary school teacher, serious games, Sim City, Spore, student-centred learning, Syberia, teacher-librarian, technology, technology integration, The Audience, the game, The Sims, transliteracy, Twitter, Will Wright