1.The award of $1 million to ALA from the Verizon Foundation for a 2-year libraries, literacy and gaming grant.
美国Verizon Foundation基金会为ALA提供的100万美元奖金,即2年内图书馆、读写能力和游戏等方面的补助金。
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2.The program includes activities to enhance computer, internet and research skills; workshops for art, crafts, animation, science, Hieroglyphic and Arabic calligraphy; mind and vocabulary games; competitions; lectures; sessions and video group shows; in addition to the Book Talk and the Big Read Programs. The YP Library will also celebrate the World Youth Day, and activities will be concluded by the End of Summer Ceremony.
其内容包括多个能增强计算机、网络和研究技能的活动,如艺术、手工艺、动画、科学、象形文字和阿拉伯文书法等方面的课程。还有心理和词汇游戏;比赛;讲座;小组会议和视频活动等,此外还有“图书讨论”和“大阅读计划”。届时,青年图书馆还将举办世界青年日庆祝活动。
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3.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.
每天都有数百万的青少年儿童沉浸在虚拟环境中,他们以“虚拟人物”的身份在里面玩游戏,开展社交,创建探索出一片数字景观。据有关研究人员预计,到2011年底,将有80%的网民使用虚拟世界。无可否认,虚拟世界很受青少年儿童的欢迎,但是,这一情形却引发了成年人、老师和图书馆员们的焦虑感。父母和孩子保护者指出电子游戏成瘾的危险,尤其是电子游戏对青少年儿童在现实生活、亲社会性发展上的不利影响。还有人对童年经验商业化和商品化作出谴责。
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4.Researchers Dr. Kathy Sanford and Liz Merkel from the University of Victoria and Dr. Eric Meyers from The University of British Columbia will share what they have learned about the nature of videogaming and virtual worlds.
来自维多利亚大学的研究人员Kathy Sanford博士和Liz Merkel,以及来自不列颠哥伦比亚大学的Eric Meyers博士将与参与者一道分享他们在电子游戏和虚拟世界的性质方面的一些体会。
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5.Paper presentations and panels will outline advancements to digital storage; software systems; preservation of objects from manuscripts to video games; models enabling organisations to target activity; web-archiving, skills training, national and international projects and the creation and capture of descriptive data.
论文展示和小组讨论将就以下议题展开:数字存储的进步;软件系统;从手稿到视频游戏的对象保护;目标活动组织模型;网上归档、技能培训和国内与国际项目;描述数据的创建和抓取。
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