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